Voyce
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  • I tried the setfree you put up~ It was a bit frustrating until I did the 22hp profile... :O
    Then the second area had those presses... lol gahhh! Still, will check out the new version when you are ready :D

    As for Cloud Story, I am kinda waiting to talk to JTE of Agora's Legends Cave Story engine. I'll make a post on the blog about engines shortly ...

    Agora's Legends has been in the works for a lonng time too. And its big feature will be >multiplayer< Cave Story. I wanted to talk to JTE to see if I should try to make Cloud Story designed for two players (and singleplayer mode) or just one.

    I'll see about working on the story more tonight.
    EDIT: You made a mod right? I should check that out... (Set Free?)
    And yeah I was thinking of applying for the 2x res hack, or using NXEngine to port the mod over (so hacking won't be necessary).

    I definitely want a SOLID story too, but I have most of the basics of the plot figured out...
    I don't think I'll be changing too many of the major details.


    After a lot of thought :
    Short version :

    Perhaps for now it is best to wait until I finish a rough draft of the plot for part 1 (hopefully within a week). Then when I start the actual modding , if you are interested, we can look over it and figure out what might need to be changed, or added/subtracted.
    [IF you want to be spoiled!]

    Long version :

    What I don't have are a few plot holes I haven't gotten around to figuring out yet... The extent of Balrog and Misery's actions this time. Some of the unique talking robots you encounter. The extent of Ctuhulu's appearences. The amount of humans involved and how and when they are killed/escape.

    And so far I've only worked on part 1 of Cloud Story [which is long as Cave Story], which is all the events up till Curly remmebers.

    ...part 2, are the parts that happen during the war with the earth... During this episode you will probably be in control of Arthur.

    ...part 3, is at the end of the war, and the events that pave the way for Cave Story in 10 years time.

    For both part 2 and 3 I haven't planned out all the areas they will travel or the whole plot. Especially with part 2.

    If you want to theorize or research for anything related to those periods of times... feel free!

    btw I started doing cave story theories for the mod back in 2006 when I first played it. And in my opinion a lot of the earlier discussions were very interesting. People took it way too seriously, compared to a majority of theory discussion these days... [If you are looking for some interesting ones maybe start from the beginning?]

    I dunno if you want me to spoil the many things I have planned for part 1. It might be better to wait!

    As for what is needed at the moment...
    Well, I don't know hardly ANYTHING about hacking; but that can wait...
    I do need to figure out the stage designs, but I'm still getting a handle on that.
    [Quite a few Cloud Story areas happen on the surface of the island. So I have to figure out what kind of new design would really appeal to people, would be different from cave story; yet not slow paced or boring.]

    Some of the games that have ideas I'd like to adapt for stage design :
    Ninja Gaiden 2, Super Metroid, Iji, Wizards and Warrior 2, Castlevania 2, Ys II, Crystalis, Lagoon, Dungeons and Dragons Shadows of Mystra, Sonic.
    That's a generous offer :D

    Did you have some particular aspect in mind you wanted to work?
    Art, Music, Stage Design, Ideas, Dialogue, Hacking, Animating an opening movie ??? <3, fan art CGs ...

    Depending what it is, I might modify it or take inspiration from it; but whatever it is, you'll get credited for contributing~

    I might possibly set up a private blog area where I store a type of wiki info for what needs to be done. That would be spoilerific, but also make it clear to see what needs to be done.

    Even just supporting the project is nice too
    momo.gif
    Don't you do that in tile editor? If you want to edit the tile sprites, those are in data/Stage. If you're using CE, the tile edit buttons should be right there.
    Ah right, those.
    Actually if you wanted to do some of the grasstown things like the critters and stuff that'd be pretty helpful.
    Use mspaint or something to edit the .pbm file associated with the tileset (PrtXXXX.pbm). That's how you edit the graphics. Use the tileset editor in CE to edit which tiles are solid/slopes/foreground/background/water.
    Sure thing. I`ll do that, but then I need some sleep. Soon it`ll be midnight and tomorrow whole day we`ll have some guests...Once again, thank you very much for your help :)
    The missing ones can be substituted as I`ll guide. Btw. the translation of the text you`ve sent me is complete. Will send it to you.
    I thought trickybilly was doing that?
    Well, anyway, CE and Cave Story only supports ASCII characters as far as I know.
    All the texts I posted are mod-ready. Soon all will be finished. If you want we could also give live translation a chance, or do anything that makes your work more easily. Soon the translation of the sent message will be complete...we don`t have to hurry though, CS has many texts in it.
    I don't know.

    I can only guess that it's somehow your fault.

    When I've used it in my mod, it's always worked for me:
    #0102
    <NCJ0002:0000
    <NCJ0005:0000
    <CMP0031:0007:0000
    <CMP0031:0008:0000
    <CMP0031:0009:0000
    <DNP0102
    <END
    If we will having problems implementing the special characters in the mod (which I think we won`t since the Spanish and German versions also use special characters that are same with some Hungarian characters) we could use aeiou vowels. Somethimes even Hungarians use those when texting each other and too lazy ot can`t do the special ones. So the mod would look nice with those too...Let`s try first the special ones out, and we`ll see. I`m doing the translation atm btw.
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