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I've already told you.
Rename prtWeed.pbm to prtWeed.bmp. Open it in an image editor. Add a 16x16 water tile. Save. Rename it back to prtWeed.pbm. Open it in a hex editor. Add "(c)Pixel" at the end. Save again. Copy to doukutsu->data->stage and overwrite the old version (or rename it as a new...
Yup, looks fine now.
Yah the small amount of filesize saved is probably not worth the compatibility issues. GIF images aren't that big in the first place.
Mmm, even if that's true, it's still unnecessary work, and skipping it provides less opportunity to mess up. I mean, I can easily make it through the EC1 backwards killing only two following beetles, and those only because they come at me from the front.
Plus, missing some of those jumps...
The beetle trick was -very- clever, and I've definitely never seen anyone do that before. However, you wasted a lot of time doing the Egg Corridor backwards. IGNORE ALL THE BEETLES FOLLOWING YOU. They're slightly slower than you. Never should your finger leave the left arrow key.
No you can't. Monster X is built into the map so to speak; he's a special boss, there is no entity for him, and the boss battle is started with a "<BSL0000" instead of an entity number.
Doesn't Monster X basically ignore walls? Same thing with the Core.
And he is placed at a certain position on the map to start with... I don't think you can have a map smaller than that. I suppose if you knew how you could hax his starting position, but then again if you could do that you could...
Buh? In the upper half you select the tile you want to change, and then in the lower half you pick the symbol that describes the physics you want to use for that tile.
Just so you know the actual image in that tile slot won't matter; it gets completely replaced with the current image in the npc...
1. Then redownload a copy of Cave Story!
2. Add the water images in your image editting program, and use the tileset editor to alter the physics for those tiles so they become water and water currents! Just look at the symbols, they're VERY obvious. The box with the arrow and the wavy lines...
I've mentioned before, erratic firing can be GOOD, kay? It's ALL ABOUT USING WEAPONS STRATEGICALLY. If masses of enemies are coming at you, you WANT erratic firing, since you're more likely to hit them when you're firing across the span of three vertical tiles instead of one and a half.
SPECIFICS, MAN, SPECIFICS.
Sue's tileset editor ONLY EDITS TILESET PHYSICS, just so we're clear on that, kay?
If you want to edit the tileset IMAGES, go to your mod's "data->stage" subfolder and find the file that's titled "prt[the tileset].pbm" make a copy of it and simply rename it to a...
I have no idea how you saved those images (gif should preserve colors) but it's terribly blurry in Chrome and Firefox, but ironically clear in IE. o_O
The characters' page is fine up until the Hermit Gunsmith for some reason. I don't know why.
EDIT: If it would help, starting from the Hermit...
*hurk* pixel images needs fixing naow... *twitch*
Blurry sprites make me break out in aneurysms.
The Koron facepic is I believe a colorized version of a part of one of Pixel's game credits illustrations. Chie's pic I was told came from a beta of CS I think? Quote's pic looks familiar but I...
Uh, just open up your original copy of CS in Sue's, copy-pasta King's speech into notepad or something, then open up your mod in Sue's, and paste it in.
This is even worse if you've just beat the Undead Core on minimal.
After that happened to me, I was like "screw this," switched out my profile, and started just doing Hell speedrun attempts again.
The Bubbler doesn't cost you anything but time, and the inconvenience of having to scroll through another weapon if you're used to switching with A and S. And it's great defensively on level 3, especially against lots of destroyable projectiles, like during the Monster X fight. Bubbler also has...
1. I meant, you make a mod with Sue's.
2. It's not meant to edit the tiles themselves, as in edit the images. It's meant to edit the way the tiles WORK in-game, in terms of game physics.
1. With Sue's?
2. The stuff at the bottom represents what kind of tile each is: solid, free, slope, spike, etc.
3. There's an edit script button in Sue's
4. Huh?
5. You need a certain amount of posts and have to have been on a certain amount of time, I forget the exact numbers.
I think all you have to do is open Doukutsu.exe in your hex editor, search for the (c)Pixel string in it, and simply delete it. Poof.
Unfortunately this also means getting rid of the (c)Pixel in existing .pbm files, like arms, title, bullet, etc.
Well I was just pointing that out because Celtic Minstrel was saying that he thought Sue didn't have a nose because she was a Mimiga, so I pointed out Mimigas that did have noses, and kinda alluded to the trend that female characters in general, depending on the style, often have tiny or...
Eh, she didn't as a Mimiga... for that matter neither does Misery. I can try adding one but it might look weird.
The existence of noses, especially on female characters, tends to be a bit more relaxed in anime/anime-ish style stuff. :)
You know what, I did give the Chie portrait another shot, and it just ain't working out, so I ended up deleting that one too.
Andwhy, you seem to have some idea how you want her to look, and you mentioned (or at least implied) you've done Mimiga portraits before. Why don't you give it a shot? I...
I didn't, andwhy wanted me to.
Okay, I overwrote it AGAIN, with my old version, and I will give it a third shot but this time I'm saving it as a different file to avoid more confusion.