Beneath the Surface (Version 0.0.5)

Feb 10, 2014 at 2:50 AM
tem go to colleg and make u prouds!!!
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I like how the Polar Star effects resemble the original, but other than that, there's not much to comment on. Looks great.
 
Feb 10, 2014 at 4:43 AM
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Oh wow! I really like the progress that's going on. Are the red and blue blocks placeholder tiles for now? Also, the particle effects sorta look WTF Story-ish.
 
Mar 2, 2014 at 5:45 PM
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For those who are not yet aware, (because it's been in my signature for a while now) the "Cave Story 2" portion of the game's title as been scrapped, because, for one, the name is disgustingly overused, so it would be nice to have some differentiation from the sea of dead Cave Story 2 mods. From this point on, the title is "Beneath the Surface".
https://www.youtube.com/watch?v=dSfwENuywYI&list=UUngm17w82rPIp41iuqdP_vg&feature=c4-overview
*Footage courtesy of Dmitriy Ryazanov*
Here's some footage of the returning Behemoth enemies, some of the first to be programmed into the new engine.
At this point, I'm basically just repeating what's been shown on the blog, so I'll make this next part quick. Pomfy, (our new artist) designed a poster for the game back in February, so here it is, for anyone that wanted to see it.
WARNING: This image is gigantic, so view at your own risk.

p175624-0-cavestoryposter2.png


Yes, the title on the poster says "Cave Story 2", so hopefully I'll have that removed in due time.
 
Mar 2, 2014 at 6:34 PM
Beakface
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12 HP lost per hit? Sounds dangerous.

When you hit the behemoth and it turns red, it kind of sinks into the floor after running back and forth. Is that intentional?
 
Mar 2, 2014 at 6:54 PM
tem go to colleg and make u prouds!!!
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Well, the Behemoth AI looks kind of different, but it's not that big of a difference. That poster looks great though.
 
Mar 2, 2014 at 7:04 PM
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MUAHAHA! YOUR REAL NAME IS Dmitriy Ryazanov!!
I'M MAGICAL!
 
Mar 2, 2014 at 7:07 PM
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Footage Courtesy of Dmitriy Ryazanov
Looks like someone skipped out on the subject known as "paying attention" when they were in Elementary school...
 
Mar 2, 2014 at 7:15 PM
tem go to colleg and make u prouds!!!
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Pyroaid said:
MUAHAHA! YOUR REAL NAME IS Dmitriy Ryazanov!!
I'M MAGICAL!
No, his name is Spit/Wings Island. Dmitriy Ryazanov is thecore.
 
Mar 2, 2014 at 7:16 PM
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Damn it Nameless, now he knows my secret identity!
RSK, as for the Behemoths sinking into the ground, that's more of a technical issue.
I'll see it through that it's fixed immediately. Thanks for the feedback.
 
Mar 19, 2014 at 2:08 PM
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Hey Nadojin, I heard that you were making this game in GameMaker; I really wanted to make games again with GameMaker, but my main problem is: How can one make a good <TRA - like event in it? Like, when you leave into another room, you can return to the exact location of the previous room correctly. So here's an example:



Room A Room B

Door1 Door2 <---> Door1 Door2



So, leave from Door2 of RoomA into Door1 of RoomB, and then be able to return from Door1 of RoomB into Door2 of RoomA without having to go to like, the center of the room. I could REALLY use this information, because I love making games with GameMaker, and was planning on making a new game soon. Thanks!
 
Mar 19, 2014 at 7:11 PM
Professional Whatever
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<objectname>.x = <xpos>
<objectname>.y = <ypos>
 
Apr 23, 2014 at 11:00 PM
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I mostly learned from this, and we use relatively the same methods mentioned in the tutorial. Of course, the way Doors put it works just as well.

EDIT:

A wild engine appears!
I can't stress this enough:
Don't get your hopes up when you click that download button. This is just the engine, without any sort of menu or death implemented.
THIS IS NOT A DEMO

Basic controls:
Z -Jump
X - Shoot
A and S Alternate Weapons
Enter - Add exp/Add weapon

In advance, I realize the main issues with the current engine, mainly being that: the lvl 3 Machine gun doesn't allow you to fly, the behemoths still sink into the ground after collision (working out the kinks), the fact that you can't stand on top of said behemoths, and the significant lack of correctly-implemented death of any kind.

Now please, critique and "enjoy".
 
Apr 23, 2014 at 11:33 PM
lol
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This is really well done,it feels like that i'm playing a CS+ mod, keep up the great work man.
 
Apr 24, 2014 at 12:00 AM
tem go to colleg and make u prouds!!!
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Ummm
There's really not much I can say about this...
It seems to replicate the Cave Story engine well enough...
The weapon graphics are cool I guess...
I guess the blur effects are kinda unnecessary?
I was kinda bothered by the fact that you couldn't stand on the behemoths, but apparently you've already realized that so yeah.
 
Apr 24, 2014 at 12:43 AM
lol
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Honestly I do have to agree with the blur effect, but the new gun shot graphics are pretty cool with the bright blue color.
 
Apr 24, 2014 at 1:45 AM
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It looks and feels GREAT, but I have to say that the audio shifting shouldn't be so intense. The audio shouldn't start EXCLUSIVELY coming out of my left ear when I go to the left side of the screen, it's annoying.
 
Apr 24, 2014 at 7:51 PM
lol
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How do you find the music? I can't find it. Anyways I also realized that the polar star has the spur look (the gun shape on Quote's sprite).
 
Apr 24, 2014 at 9:14 PM
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oh, I finally get a chance to play it ^_^

Cool stuff:
-physics feels a lot like Cave Story
-love the particle effects
-bullets look awesome (although slightly too un-retro, but maybe that's just me...)

Improvements:
-The jumping doesn't feel high enough - I should be able to reach a little higher so that jumping up 3 blocks feels less awkward (and it just seems a little lower than Cave Story).
-Obvious stuff to do with the slopes+behemoth etc
-Not really a negative, but you can change direction noticeably faster than in Cave Story. Just in case you wanted it to be really accurate. I personally think the increased turning speed could make it easier and therefore (in this situation, at least) more fun.
 
Apr 24, 2014 at 9:49 PM
lol
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Well you are the composer for this game, i'm surprised you didn't get to play this sooner.
 
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