Feb 22, 2011 at 5:03 AM
Join Date: Jan 21, 2011
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Cave Story - Redesign is, as the name implies, a complete redesign of virtually the entire game. The project was started in early January, 2011 and is aimed at incorporating a wide variety of gameplay mechanics not before seen in the [vanilla] version. Exploration plays a key part in progressing through the game, and mechanics are similar in fashion to those seen in franchises such as Metroid, or Castlevania.
Download Cave Story - Redesign v0.50.6
Current Version Information
April 17th, 2012 - v0.50.6 release.
- Fixed issue where entering and then leaving the Labyrinth did not return the Map Tool to a usable-state.
- Added Wall2 (Eastcliff)
- Added some grappling hook blocks to the Egg Corridors.
- Converted Eastcliff Ravine to a night-time tileset.
- Added preliminary Booster v0.8 upgrade to Wall1.
- - - - *(Will be getting recoded in a later patch!)
- Fixed serious issue where the Default Rockets fired by the Missile Launcher had too small of an explosion radius to hit quest trigger blocks in the Egg Observation Room, and The Weed (door to the shelter).
Version History
If you have any questions, comments, suggestions, or complaints, please post them here and I will get back to your inquiry asap.
If you're interested in using any graphics from the mod, please ask before doing so.
Known Issues
- Sometimes, certain enemies slain by a super missile do not drop loot.
- Currently, the Ignore Solid flag on Bullets is broken. This only affects the Blade [thrown] when it is returning to Quote, however.
- Shooting the Autogun while having less ammo than a shot physically fires will still fire the shot, rather than click with an 'Empty!' fx.
- Weapon entries in the item menu spill slightly off screen once you obtain the Grappling Hook. This will be fixed later as it's not exactly game breaking.
- Fireballs do not bounce off of the top of crumble blocks.
- Crumble blocks wiggle slightly when shot.
- Sometimes, a bullet or missile may pass through a block when it should of hit it.
- Currently Chaba only sells the Grappling Hook, his inventory will expand in later patches & as the player progresses through the game.
- When two Horiz(or Vert) Blocks collide, one block may immediately reverse direction and become unresponsive until Quote touches it. While this does not actually cause any complications for progressing through the game, it is an unintended side effect that may or may not be resolved.
- The Grappling Hook can be fired straight down while standing if overlooking a ledge or standing on tiles that can be shot through.
- The Fireball currently has a little trouble triggering some ignitable blocks, depending on the blocks surrounding it.
- When swinging from a grapple block while the Grappling Hook is NOT the current weapon, taking damage causes the chain to blink with Quote.
Special thanks to Noxid & Lace for helping to make this mod possible, and of course, thanks to you guys for helping me by finding bugs!
Screenshots:
[attachment=165:gameplay008.jpg] [attachment=166:gameplay009.jpg] [attachment=167:gameplay012.jpg] [attachment=168:gameplay018.jpg]
[attachment=169:gameplay019.jpg] [attachment=170:gameplay017.jpg] [attachment=171:gameplay021.jpg]
Download Cave Story - Redesign v0.50.6
Current Version Information
April 17th, 2012 - v0.50.6 release.
- Fixed issue where entering and then leaving the Labyrinth did not return the Map Tool to a usable-state.
- Added Wall2 (Eastcliff)
- Added some grappling hook blocks to the Egg Corridors.
- Converted Eastcliff Ravine to a night-time tileset.
- Added preliminary Booster v0.8 upgrade to Wall1.
- - - - *(Will be getting recoded in a later patch!)
- Fixed serious issue where the Default Rockets fired by the Missile Launcher had too small of an explosion radius to hit quest trigger blocks in the Egg Observation Room, and The Weed (door to the shelter).
Version History
April 11th, 2012 - v0.50.0 release.
- Fixed bucket sprite in Yamashita Farm.
- Fixed missing speed booster blocks in Catacombs.
- Increased automatic firing speed of Autogun.
*(Note that it can still be fired faster by simply rapidly tapping shoot, this is intentional.)
- Reduced speed of Autogun's ammo regeneration.
- Fixed rendering issue with starblock tiles, where a sprite in a different file was being rendered instead of the star tile in the actual map tileset.
- Altered how most custom blocks operate, in that ones which are hidden can be revealed by simply shooting them with any weapon capable of breaking star blocks.
*(There will still be many in pre-labyrinth areas that do not follow this rule, they will be fixed when I get to them. Sorry.)
- Adjusted Fire Whirr's stats some.
- Fixed wrong image being displayed when getting a super missile expansion.
- Added Maze4 (Labyrinth), Maze5 (Labyrinth), and Maze6 (Labyrinth) maps.
- Added Crystal Ball mechanism.
*(They are intended for usage with the Blade, but can be damaged by any weapon.)
*(Hitting it will usually require guiding the Blade [thrown] manually, such as around a corner, via holding the [Map] key.)
*(Once hit, whatever mechanism it is connected to will be activated. There are several in the Labyrinth.)
*(Unlike the Shootable Button npc [see below], Crystal Balls can be linked together and activating one may deactivate or reactivate another, elsewhere.)
- Added weapon, bullet, and chain sprites for the Grappling Hook.
- Wrote engine code for the Grappling Hook. Includes one new projectile: Anchor, and a new player sprite: Chain Rings
*(Press and Hold [Shoot] to fire the Grappling Hook's anchor. If [Shoot] is released, the anchor will return to the Grappling Hook so long as the Grappling Hook is the current weapon.)
<<<<[Note that the Anchor return mechanism is a little glitched, and is currently disabled. So releasing [Shoot] will simply make the anchor disappear.]>>>>
*(The anchor will attach itself to Grapple Blocks, which have a large black '+' sign on them.)
*(While hanging, the length of the chain can be changed by selecting the Grappling Hook as your weapon, and then holding [Up] or [Down].)
*(While hanging, Quote's momentum can be increased by swinging left and right with the swinging motion. Pressing [Jump] near the end of a swing will give a burst of momentum.)
*(While hanging and when the Grappling Hook is NOT the current weapon, pressing [Jump] will release the anchor.)
*(The anchor can be shot diagonally, horizontally, and vertically.)
*(The Grappling Hook's range increases slightly with each weapon level.)
*(The Grappling Hook's damage increases only at level 3.)
- Increased damage of blade slashes [melee only].
- Added Chaba's Store, and Chaba.
*(Stuff can be purchased from Chaba with Pink Pearls. They drop from big Fuzz Cores.)
- Wrote in Pink Pearl NPC.
- Added sprites for Pink Pearl [npc] and Pink Pearl [item].
- Reduced damage of Blaze Blaster explosion slightly.
- Consolidated Ammo Refill & Heart Refill into multipurpose 'Refill Pod'.
- Significantly compressed engine code for refill pods and save points.
*(Save points no longer require any flags or eventnum specifications when placed on map, they establish their purpose automatically when their AI initializes.)
- Added sprites for a Shield Refill and a Weapon Exp Refill.
- Optimized 0x4196F0 (Add Exp to Weapon) to handle negative numbers (removing exp from a weapon).
- Modified engine code for Sparkler, added 'Star Shower' mode. While functional, it is currently disabled - the upgrade item will be added in another patch.
*(Holding [Map] will cause sparkles to fly out very fast, each one pushing Quote a tiny bit.)
*(While in 'Star shower' mode, the weapon's XP will be drained.)
*('Star Shower' mode stops when [Map] is released, or the weapon has no XP left.)
- Increased maximum power boot jump height slightly.
- Slightly increased the upwards, vertical momentum gained from regular sparkler shots fired downwards.
- Reduced total count of sparkles fired per regular shot by 1, but increased the minimum sparkles fired so the weapon can do more damage than previously possible at lower levels.
- Complete re-engingeering of Shutter npc, it is far more flexible now and handles its own behavior automatically by checking the delta of the flag it's given.
- Added a shootable button npc. Has several colors. Blue can be switched by any weapon, Red is limited to missiles, Green is limited to super missiles. Supports other colors, but those currently have no connected weapon or bullet type.
- Significant change to the collision engine, allowing npcs capable of movement to now collide with certain other npcs as though they were solid tiles.
*(NPCs are divided into two sub-categories, Actors and Objects.)
*(Actors will collide with Objects, and Objects can collide with other Objects.)
*(An Object's movement cannot be affected by an Actor, however.)
*(Only NPCs capable of movement are valid Actors.)
*(List of Object NPCs: #25 Lift Platform, #149 Moving Block (horiz), #157 Moving Block (vert), #185 Shutter (trigger), #186 Lift Block, #303 Crumble Block)
*(More will be added as more interactable elements of the game are coded [platforms, bridges, etc.])
- Coded a proper crumble block. It is able to disguise itself as any map tile, however shooting the tile will reveal it as a crumble block. It has an option for reforming after a delay, and can crumble slowly or very quickly.
- Increased ammo per missile upgrade to 3, and ammo per super missile upgrade to 10.
- Reduced the total health of Balrog's third phase (last phase in grasstown power room fight).
- The Sparkler now starts with 4 ammo. Sparkler upgrades no longer provide additional max ammo, instead each upgrade increases the total projectiles per shot by +1, up to a maximum of +8.
- Reduced the time interval for Sparkler ammo regeneration when facing down, makes horizontal "air-hopping" considerably easier. Vertical "air-hopping" is still difficult, though.
- Fixed bug where Quote could be pushed through walls with the grappling hook trying to over-extend.
- Adjusted swing controls for grappling hook to be smoother.
- Added new projectile graphic for fireball; used when the blaze blaster is obtained.
- Fireballs fizzle in water now.
- Doubled EXP from the npc #308 Stumpy, and reduced its health by 5.
- Added Mini-copter enemy to Maze spriteset.
February 8th, 2012 - v0.42.0 release.
- Added Toroko fight (basically the same as the original, it will be rewritten and/or improved upon when more of the Labyrinth has been completed.)
- Rewrote engine code for the Blade. Includes two new projectiles: Blade [thrown], and Blade [slash]
*(The blade's stats are not exactly viewable in CE, so here they are:
[slash Lv.1] 12 dmg per slice, 1 slice per 15 frames [thrown Lv.1] 2 dmg per frame, 100 range
[slash Lv.2] 14 dmg per slice, 1 slice per 10 frames [thrown Lv.2] 2 dmg per frame, 150 range
[slash Lv.3] 12 dmg per slice, 1 slice per 5~ frames [thrown Lv.3] 3 dmg per frame, 200 range
*(The blade can only be used if Quote actually has it, ie: if the blade [thrown] is out, it cannot be used to slash with.)
*(Holding or pressing [Shoot] will swing the blade.)
*(Pressing [Map] will throw the blade. While [Map] is held down, the direction the blade travels can be manipulated with the directional pad or arrow keys.)
*(When the blade [thrown] reaches its maximum distance traveled or hits a solid tile, it will return to Quote.)
*(The blade [thrown] is currently the only weapon that can be fired in eight directions, rather than 4.)
- Fixed tiny error with sparkler code that caused projectiles to think quote was standing on a solid tile if you bumped your head against a ceiling while in the air.
- Added Maze1 (Labyrinth), Maze2 (Labyrinth), Maze3 (Labyrinth, and MazeC (Labyrinth: Clinic) maps.
- Rewrote Life Capsule entity into a generic Item Capsule entity; note that it calls its frames from ArmsImage.pbm, and the opening animations are not yet functional.
- Added animation frames for sparkler capsules, super missile capsules, fireball fuel capsules, and reserve tanks.
- Sparkler Expansions have two effects now. Some of them will increase the maximum Sparkler ammo by 1, others will increase the number of bullets fired with each shot by 2.
- Increased damage of flamelets, increased the time interval between flamelets (they drop less often now).
- Added several Fireball Fuel upgrades to various locations.
- Added in-game item for Blaze Blaster and included it in the Labyrinth.
- Increased Blaze Blaster damage, recoded parts of it so the damage and special effects scale with the weapon level.
- Modified how the Fuzzcore enemy behaves:
*(The mini-fuzzies that orbit the fuzzcore now have two states. The first state they are orbiting the fuzzcore. While orbiting, they are harmless to Quote, invincible, and will stop bullets. Once the fuzzcore dies, they become vulnerable and dangerous to Quote.)
- Tweaked various weapon exp values.
- Modified engine code for Gaudi Egg so that if killed when flag x100 is set on the npc, a gaudi will pop out of the egg and die (The defeated gaudi is worth more exp than the egg is).
- Rewrote engine code for bullet collisions vs. destructable tiles to allow more efficient and flexible handling of tile types.
*(Flamelets can now ignite fire blocks.)
*(Super Missiles will completely break and pierce regular missile blocks, regardless of how many [normal] missiles the block takes to break.)
- Added helper function to the engine for dealing with bullets when they strike invincible NPCs.
*(The bullets will treat the NPC as though it is a solid tile, however there are a few quirks with this regarding the Fireball. It will be fixed in the future.)
- Fixed the issue where the Fireball's Explosion would not trigger when the Fireball hit multiple enemies in the same frame.
- Made new item artwork for Reserve Tanks. Now they visually represent how much is left in the tank.
- Rescripted how the Reserve Tank is used in the menu, it's much simpler now.
- Sand Zone: Rocky Cave has been renamed Droll Cave and now has monsters.
- Rewrote engine code for Moving Blocks (horizontal and vertical) so they now accomidate two additional behaviors:
*(Flag x100: The block will spawn asleep, and will not move until it is woken up by quote touching it.)
*(Flag x400: The block moves exceptionally fast.)
- Increased the explosive radius and power of Normal Missiles and Long Missiles.
- Increased the starting ammo for the Autogun to 50.
- Increased the ammo capacity bonus from Autogun Expansions to 20.
- Increased the jump height of Darklings (does not affect colons).
- Slightly increased the vertical height gained by shooting the sparkler straight down in midair.
January 28th, 2012 - v0.39.7 release.
- Added the missing puppy. (Sorry, my bad)
- Moved sparkler chest so it's no longer possible to 'accidently not find it before completing jenka's puppy quest'.
- Fixed the break away bricks in [sand2] that looked like skulls during the cutscene.
- Fixed minor cutscene bug with Jenka if the player activated the first puppy before talking to her while carrying the second puppy.
- Fixed being able to bring puppy back to mimiga village.
January 27th, 2012 - v0.39.5 release.
- Added puppies.
- Rewrote engine code for Missile Launcher; twice as efficient as before, and now supports super missiles being fired via the map-key. (Map tool only works from inventory now)
*(Super Missiles are the only explosive that does NOT deal damage with the missile projectile!)
*(A single super missile can deal up to 100 total damage, spread out to any number of targets in range.)
*(Super missiles [and missiles in general] still need work, as their damage is unaffected by weapon level.)
- Added Super Missile Block.
- Made missile ammo a little more likely to drop.
- Fixed some impact problems with the bullet tile collision:
*(Fireballs bounce off of non-ignitable fire blocks and other blocks it cant break, such as the missile block.)
*(Fire blocks adjacent to other non-ignitable fire blocks or solid blocks are easier to set off now too.)
*(Rockets/etc. will explode when they hit a star block, instead of just vanish.)
- Reduced Autogun damage to 4 -> 5 -> 6
- Added in-game item for Doubleshot upgrade.
- Gave the Fireball explosion [req. blaze blaster upgrade] a new sound effect.
- Upped the Fireball explosion damage.
- Slightly increased the Fireball explosion radius.
- Fireballs no longer pierce star blocks, but can still break them.
- Reduced the lifespan of the Fireball flamelets.
- Slightly Reduced range of sparkler projectiles.
- Rewrote engine code for Sparkler; more efficient now, supports a new type of upgrade item that increases the projectiles per shot, and ammo regeneration rate and fire rate now improves slightly for every maximum ammo the weapon has. ie: sparkler with 3/3 will recover ammo and shoot faster than a sparkler with 1/1.
- Revised the bullet AI code for the sparkler bullet; now takes into account whether or not quote is standing or walking on a solid surface. this way, the projectiles' spread no longer slams half of the output into the ground when fired while not in the air.
- Added Outerwall [wall1] area, and connected it to Sand Zone: Low Barrens [sand1].
January 24th, 2012 - v0.38.6 release.
- Rewrote engine code for Autogun; supports following:
*(Turbocharge upgrade - increases ammo recovery rate & firing rate.)
*(Doubleshot upgrade - fires two projectiles at a time, evenly spread apart.)
*(Tripleshot upgrade [replaces doubleshot] - fires three projectiles at a time, evenly spread apart.)
*(In addition, the degree of bullet spread decreases with each upgrade.)
- These upgrades do not have item support yet, however I have made them accessable via defeating the "Widowmaker's Lair". You will need the power boots, sparkler, and both sparkler upgrades to get inside the room.
- Made Catacomb Darklings a little bit brighter.
- Removed the odd flower-cub from Old Village. Woops.
January 22nd, 2012 - v0.38.0 release.
- Added Curly encounter to Sand Zone.
- Split Sand Zone into two respective regions: Western Sands & Low Barrens.
- Added two additional Sand Zone areas.
- Fixed bug in Grasstown Teleporter room /w Kazuma.
- Slight change to The Weed map, makes getting to the shelter easier.
- Locked Eastcliff Ravine entrance with fire blocks, so it is now impossible to enter the Sand Zone without the Fireball.
*(It is however still possible to enter without the Autohacker. Doing so is highly unadvised, however I have placed an alternative exit in Curly's house if you lack the Autohacker.)
- Added furnishings to King's House, and a wall-mounting for his sword.
- Added skipflags to several Tut-cat scenes.
- Added skipflags to the series of cutscenes after saving Kazuma.
- Added 'Darkling' mob to Old Village & Catacombs.
- Various tweaks to some of the Catacombs & Sand Zone mobs.
*(Rocky Cave is still mob-less, though.)
- The catacombs [tomb1] has been given a facelift.
- Added 'Widowmaker' mob to Catacombs.
*(Most do not appear until after the Sand Zone Teleporter is fixed.)
- Reduced number of sparkles fired by Sparkler.
- Reduced total damage of Fireball by 1 per weapon level. (ie: 3 -> 6 -> 9 now)
January 18th, 2012 - v0.36.1 release.
- Fixed nasty error in agility code that broke <HMC and <SMC
- Fireball projectiles won't go through ceilings now.
- Blaze Blaster is fixed/working, even though the pickup text says otherwise.
January 18th, 2012 - v0.36.0 release.
- Added Power Boots.
- Added Omega Boss fight.
- Improvements to numerous sand zone areas.
- Added water to the wurm battle.
- Made Autogun projectiles smaller.
- Rebalanced damage output of Sparkler.
- Changed how Sparkler propels the player around, it is primarily an airbrake now.
- Fixed broken missile upgrade in Egg Corridor.
- Fixed event bug in Mimiga Village /w King's house.
- Teleporters now autosave when used (save is before transit).
- Fixed another issue with Grasstown Teleporter.
- Changed some of the items' descriptions.
- Projectiles now treat NoPC blocks as solid.
June 16th, 2011 - v0.30.2 release.
- Fixed issue in Teleporter Room script (again).
June 15th, 2011 - v0.30.1 release.
- Fixed issue in Teleporter Room script.
- Fixed broken entrance to the weed map.
- Several other minor fixes.
May 21st, 2011 - v0.30.0 release.
- Added two new weapons: Autogun, & Sparkler.
- All special tiles are now powered by ASM rather than TSC.
- Added Sand Zone.
- Added Catacombs.
- Added first area of the Waterway.
- Added more upgrades.
- Added bullet ammo powerups for the Autogun; dropped like missiles from monsters.
- Reprorgrammed the monster drop system so only powerups that are needed are dropped. (ie: If Quote has full missile launcher ammo, then missiles won't drop)
- Added Reserve Tank item; mechanics are not perfect yet and it's powered by mostly TSC, but it works.
- Minor adjustments to several of the first caves.
- Made Tutorial 1 (debug cat) in Upper Antron more straight-forward.
- Moved Tutorial 2 (debug cat) from Cthulu's Abode to the Egg Observation Room.
- Flame blocks have been recolored.
- The Fireball weapon has been reprogrammed, and now features two additional upgrades.
- Fixed several minor dialogue glitches
- Numerous other small changes to various maps.
February 26th, 2011 - v0.10.4 release.
- Fixed major bug that prevented the player from seeing toroko and king argue when entering mimiga village for the first time.
- Fixed issue where player could leave Egg Hatching room after defeating igor, and come back and be unable to talk to sue.
February 25th, 2011 - v0.10.3 release.
- Fixed Toroko not running away sometimes in the pool.
- Fixed another incorrect <MYB in King's introduction dialogue.
- Fixed death music not stopping if player dies in the start room.
- Fixed player being able to check Kanpachi's pot before being told to check the other pots (again).
- Added some jumps to Toroko's dialogue (before the first balrog encounter)
- Fixed Kazuma not leaving shelter when he looked like he did.
- Fixed some clipping issues with the grassy sloped rails in the mimiga village, where the player would pop through them and go upwards
- Fixed background not displaying properly in 'Egg Corridor: Breach' (going down there is still mostly suicide though)
- Minor remodeling done to 'Cthulu's Abode'
- Moved the barrier terminal in 'Egg Corridor: Masser', it's hidden now but it should be very very easy to find
- Fixed flying weapon exp spot in 'Egg Corridor: Stratus'
- Fixed minor sequence break in 'Egg Corridor: Masser' where a missile expansion could be obtained early.
- Made getting across the deathtraps & crumble blocks at the end of 'Egg Corridor: Masser' easier - you should now be able to just walk across.
- Added some camera controls for navigating 'Egg Corridor: Stratus' - Camera should move faster when you're riding horned beetles.
- Modified the Missile Launcher as follows:
1) Missile Launcher when first obtained, starts with 10 missile capacity.
2) Missiles fired are all identical (there is no damage difference per missile with lv 1 versus lv 2 or lv 3)
3) Weapon level restricts how many missiles can be flying at the same time. Lv 1 = 2 missiles, Lv 2 = 4 missiles, Lv 3 = 8 missiles
4) Missiles do 10 damage to the target they strike, and an additional 10 damage in an explosion to everything else.
5) Missiles are somewhat inaccurate at this time. Upgrades will change that when they're added.
- Fixed a bug with the chest that contained the map tool where it wouldn't animate properly
- Polished the "sue caged/discover tunnel road" dialogue tree. Everyone should have at least one thing to say during each step of the tree.
- Various H/V triggers will no longer screw with qoute's invulnerability if he'd just been hit.
- A few skipflags have been incorporated into the first several cutscenes & introductions.
- Batswarm miniboss has been modified somewhat again to (hopefully) increase the challenge. Still a relatively easy boss.
- You no longer have your polar star & fireball reset to level 1 when freeing kazuma from the shelter.
- Changed Polar Star's lv2 shot to only hit once for 3 damage, preventing the shot from penetrating smaller enemies moving quickly.
February 22nd, 2011 - v0.10.2 release.
-Fixed several bugs with Santa that screwed up progression in Grasstown
-Fixed tiny render bug on the lift in Grasstown
-Redid Bat Swarm miniboss, now functions properly
-Fixed several minor bugs (typos, incorrect coordinates, etc.)
February 22nd, 2011 - v0.10.1 release.
-Fixed several bugs.
-Fixed major bug that prevented player from obtaining the map tool.
-Merged Egg Interior maps into a single map, creating room for more maps later.
-Completed dialogue tree for each character during the "Sue trapped in cage, lets get to grasstown" phase.
February 21st, 2011 - v0.10 release.
-Complete up to conclusion of Grasstown.
-Few minor known issues, much work to be done still.
- Fixed bucket sprite in Yamashita Farm.
- Fixed missing speed booster blocks in Catacombs.
- Increased automatic firing speed of Autogun.
*(Note that it can still be fired faster by simply rapidly tapping shoot, this is intentional.)
- Reduced speed of Autogun's ammo regeneration.
- Fixed rendering issue with starblock tiles, where a sprite in a different file was being rendered instead of the star tile in the actual map tileset.
- Altered how most custom blocks operate, in that ones which are hidden can be revealed by simply shooting them with any weapon capable of breaking star blocks.
*(There will still be many in pre-labyrinth areas that do not follow this rule, they will be fixed when I get to them. Sorry.)
- Adjusted Fire Whirr's stats some.
- Fixed wrong image being displayed when getting a super missile expansion.
- Added Maze4 (Labyrinth), Maze5 (Labyrinth), and Maze6 (Labyrinth) maps.
- Added Crystal Ball mechanism.
*(They are intended for usage with the Blade, but can be damaged by any weapon.)
*(Hitting it will usually require guiding the Blade [thrown] manually, such as around a corner, via holding the [Map] key.)
*(Once hit, whatever mechanism it is connected to will be activated. There are several in the Labyrinth.)
*(Unlike the Shootable Button npc [see below], Crystal Balls can be linked together and activating one may deactivate or reactivate another, elsewhere.)
- Added weapon, bullet, and chain sprites for the Grappling Hook.
- Wrote engine code for the Grappling Hook. Includes one new projectile: Anchor, and a new player sprite: Chain Rings
*(Press and Hold [Shoot] to fire the Grappling Hook's anchor. If [Shoot] is released, the anchor will return to the Grappling Hook so long as the Grappling Hook is the current weapon.)
<<<<[Note that the Anchor return mechanism is a little glitched, and is currently disabled. So releasing [Shoot] will simply make the anchor disappear.]>>>>
*(The anchor will attach itself to Grapple Blocks, which have a large black '+' sign on them.)
*(While hanging, the length of the chain can be changed by selecting the Grappling Hook as your weapon, and then holding [Up] or [Down].)
*(While hanging, Quote's momentum can be increased by swinging left and right with the swinging motion. Pressing [Jump] near the end of a swing will give a burst of momentum.)
*(While hanging and when the Grappling Hook is NOT the current weapon, pressing [Jump] will release the anchor.)
*(The anchor can be shot diagonally, horizontally, and vertically.)
*(The Grappling Hook's range increases slightly with each weapon level.)
*(The Grappling Hook's damage increases only at level 3.)
- Increased damage of blade slashes [melee only].
- Added Chaba's Store, and Chaba.
*(Stuff can be purchased from Chaba with Pink Pearls. They drop from big Fuzz Cores.)
- Wrote in Pink Pearl NPC.
- Added sprites for Pink Pearl [npc] and Pink Pearl [item].
- Reduced damage of Blaze Blaster explosion slightly.
- Consolidated Ammo Refill & Heart Refill into multipurpose 'Refill Pod'.
- Significantly compressed engine code for refill pods and save points.
*(Save points no longer require any flags or eventnum specifications when placed on map, they establish their purpose automatically when their AI initializes.)
- Added sprites for a Shield Refill and a Weapon Exp Refill.
- Optimized 0x4196F0 (Add Exp to Weapon) to handle negative numbers (removing exp from a weapon).
- Modified engine code for Sparkler, added 'Star Shower' mode. While functional, it is currently disabled - the upgrade item will be added in another patch.
*(Holding [Map] will cause sparkles to fly out very fast, each one pushing Quote a tiny bit.)
*(While in 'Star shower' mode, the weapon's XP will be drained.)
*('Star Shower' mode stops when [Map] is released, or the weapon has no XP left.)
- Increased maximum power boot jump height slightly.
- Slightly increased the upwards, vertical momentum gained from regular sparkler shots fired downwards.
- Reduced total count of sparkles fired per regular shot by 1, but increased the minimum sparkles fired so the weapon can do more damage than previously possible at lower levels.
- Complete re-engingeering of Shutter npc, it is far more flexible now and handles its own behavior automatically by checking the delta of the flag it's given.
- Added a shootable button npc. Has several colors. Blue can be switched by any weapon, Red is limited to missiles, Green is limited to super missiles. Supports other colors, but those currently have no connected weapon or bullet type.
- Significant change to the collision engine, allowing npcs capable of movement to now collide with certain other npcs as though they were solid tiles.
*(NPCs are divided into two sub-categories, Actors and Objects.)
*(Actors will collide with Objects, and Objects can collide with other Objects.)
*(An Object's movement cannot be affected by an Actor, however.)
*(Only NPCs capable of movement are valid Actors.)
*(List of Object NPCs: #25 Lift Platform, #149 Moving Block (horiz), #157 Moving Block (vert), #185 Shutter (trigger), #186 Lift Block, #303 Crumble Block)
*(More will be added as more interactable elements of the game are coded [platforms, bridges, etc.])
- Coded a proper crumble block. It is able to disguise itself as any map tile, however shooting the tile will reveal it as a crumble block. It has an option for reforming after a delay, and can crumble slowly or very quickly.
- Increased ammo per missile upgrade to 3, and ammo per super missile upgrade to 10.
- Reduced the total health of Balrog's third phase (last phase in grasstown power room fight).
- The Sparkler now starts with 4 ammo. Sparkler upgrades no longer provide additional max ammo, instead each upgrade increases the total projectiles per shot by +1, up to a maximum of +8.
- Reduced the time interval for Sparkler ammo regeneration when facing down, makes horizontal "air-hopping" considerably easier. Vertical "air-hopping" is still difficult, though.
- Fixed bug where Quote could be pushed through walls with the grappling hook trying to over-extend.
- Adjusted swing controls for grappling hook to be smoother.
- Added new projectile graphic for fireball; used when the blaze blaster is obtained.
- Fireballs fizzle in water now.
- Doubled EXP from the npc #308 Stumpy, and reduced its health by 5.
- Added Mini-copter enemy to Maze spriteset.
February 8th, 2012 - v0.42.0 release.
- Added Toroko fight (basically the same as the original, it will be rewritten and/or improved upon when more of the Labyrinth has been completed.)
- Rewrote engine code for the Blade. Includes two new projectiles: Blade [thrown], and Blade [slash]
*(The blade's stats are not exactly viewable in CE, so here they are:
[slash Lv.1] 12 dmg per slice, 1 slice per 15 frames [thrown Lv.1] 2 dmg per frame, 100 range
[slash Lv.2] 14 dmg per slice, 1 slice per 10 frames [thrown Lv.2] 2 dmg per frame, 150 range
[slash Lv.3] 12 dmg per slice, 1 slice per 5~ frames [thrown Lv.3] 3 dmg per frame, 200 range
*(The blade can only be used if Quote actually has it, ie: if the blade [thrown] is out, it cannot be used to slash with.)
*(Holding or pressing [Shoot] will swing the blade.)
*(Pressing [Map] will throw the blade. While [Map] is held down, the direction the blade travels can be manipulated with the directional pad or arrow keys.)
*(When the blade [thrown] reaches its maximum distance traveled or hits a solid tile, it will return to Quote.)
*(The blade [thrown] is currently the only weapon that can be fired in eight directions, rather than 4.)
- Fixed tiny error with sparkler code that caused projectiles to think quote was standing on a solid tile if you bumped your head against a ceiling while in the air.
- Added Maze1 (Labyrinth), Maze2 (Labyrinth), Maze3 (Labyrinth, and MazeC (Labyrinth: Clinic) maps.
- Rewrote Life Capsule entity into a generic Item Capsule entity; note that it calls its frames from ArmsImage.pbm, and the opening animations are not yet functional.
- Added animation frames for sparkler capsules, super missile capsules, fireball fuel capsules, and reserve tanks.
- Sparkler Expansions have two effects now. Some of them will increase the maximum Sparkler ammo by 1, others will increase the number of bullets fired with each shot by 2.
- Increased damage of flamelets, increased the time interval between flamelets (they drop less often now).
- Added several Fireball Fuel upgrades to various locations.
- Added in-game item for Blaze Blaster and included it in the Labyrinth.
- Increased Blaze Blaster damage, recoded parts of it so the damage and special effects scale with the weapon level.
- Modified how the Fuzzcore enemy behaves:
*(The mini-fuzzies that orbit the fuzzcore now have two states. The first state they are orbiting the fuzzcore. While orbiting, they are harmless to Quote, invincible, and will stop bullets. Once the fuzzcore dies, they become vulnerable and dangerous to Quote.)
- Tweaked various weapon exp values.
- Modified engine code for Gaudi Egg so that if killed when flag x100 is set on the npc, a gaudi will pop out of the egg and die (The defeated gaudi is worth more exp than the egg is).
- Rewrote engine code for bullet collisions vs. destructable tiles to allow more efficient and flexible handling of tile types.
*(Flamelets can now ignite fire blocks.)
*(Super Missiles will completely break and pierce regular missile blocks, regardless of how many [normal] missiles the block takes to break.)
- Added helper function to the engine for dealing with bullets when they strike invincible NPCs.
*(The bullets will treat the NPC as though it is a solid tile, however there are a few quirks with this regarding the Fireball. It will be fixed in the future.)
- Fixed the issue where the Fireball's Explosion would not trigger when the Fireball hit multiple enemies in the same frame.
- Made new item artwork for Reserve Tanks. Now they visually represent how much is left in the tank.
- Rescripted how the Reserve Tank is used in the menu, it's much simpler now.
- Sand Zone: Rocky Cave has been renamed Droll Cave and now has monsters.
- Rewrote engine code for Moving Blocks (horizontal and vertical) so they now accomidate two additional behaviors:
*(Flag x100: The block will spawn asleep, and will not move until it is woken up by quote touching it.)
*(Flag x400: The block moves exceptionally fast.)
- Increased the explosive radius and power of Normal Missiles and Long Missiles.
- Increased the starting ammo for the Autogun to 50.
- Increased the ammo capacity bonus from Autogun Expansions to 20.
- Increased the jump height of Darklings (does not affect colons).
- Slightly increased the vertical height gained by shooting the sparkler straight down in midair.
January 28th, 2012 - v0.39.7 release.
- Added the missing puppy. (Sorry, my bad)
- Moved sparkler chest so it's no longer possible to 'accidently not find it before completing jenka's puppy quest'.
- Fixed the break away bricks in [sand2] that looked like skulls during the cutscene.
- Fixed minor cutscene bug with Jenka if the player activated the first puppy before talking to her while carrying the second puppy.
- Fixed being able to bring puppy back to mimiga village.
January 27th, 2012 - v0.39.5 release.
- Added puppies.
- Rewrote engine code for Missile Launcher; twice as efficient as before, and now supports super missiles being fired via the map-key. (Map tool only works from inventory now)
*(Super Missiles are the only explosive that does NOT deal damage with the missile projectile!)
*(A single super missile can deal up to 100 total damage, spread out to any number of targets in range.)
*(Super missiles [and missiles in general] still need work, as their damage is unaffected by weapon level.)
- Added Super Missile Block.
- Made missile ammo a little more likely to drop.
- Fixed some impact problems with the bullet tile collision:
*(Fireballs bounce off of non-ignitable fire blocks and other blocks it cant break, such as the missile block.)
*(Fire blocks adjacent to other non-ignitable fire blocks or solid blocks are easier to set off now too.)
*(Rockets/etc. will explode when they hit a star block, instead of just vanish.)
- Reduced Autogun damage to 4 -> 5 -> 6
- Added in-game item for Doubleshot upgrade.
- Gave the Fireball explosion [req. blaze blaster upgrade] a new sound effect.
- Upped the Fireball explosion damage.
- Slightly increased the Fireball explosion radius.
- Fireballs no longer pierce star blocks, but can still break them.
- Reduced the lifespan of the Fireball flamelets.
- Slightly Reduced range of sparkler projectiles.
- Rewrote engine code for Sparkler; more efficient now, supports a new type of upgrade item that increases the projectiles per shot, and ammo regeneration rate and fire rate now improves slightly for every maximum ammo the weapon has. ie: sparkler with 3/3 will recover ammo and shoot faster than a sparkler with 1/1.
- Revised the bullet AI code for the sparkler bullet; now takes into account whether or not quote is standing or walking on a solid surface. this way, the projectiles' spread no longer slams half of the output into the ground when fired while not in the air.
- Added Outerwall [wall1] area, and connected it to Sand Zone: Low Barrens [sand1].
January 24th, 2012 - v0.38.6 release.
- Rewrote engine code for Autogun; supports following:
*(Turbocharge upgrade - increases ammo recovery rate & firing rate.)
*(Doubleshot upgrade - fires two projectiles at a time, evenly spread apart.)
*(Tripleshot upgrade [replaces doubleshot] - fires three projectiles at a time, evenly spread apart.)
*(In addition, the degree of bullet spread decreases with each upgrade.)
- These upgrades do not have item support yet, however I have made them accessable via defeating the "Widowmaker's Lair". You will need the power boots, sparkler, and both sparkler upgrades to get inside the room.
- Made Catacomb Darklings a little bit brighter.
- Removed the odd flower-cub from Old Village. Woops.
January 22nd, 2012 - v0.38.0 release.
- Added Curly encounter to Sand Zone.
- Split Sand Zone into two respective regions: Western Sands & Low Barrens.
- Added two additional Sand Zone areas.
- Fixed bug in Grasstown Teleporter room /w Kazuma.
- Slight change to The Weed map, makes getting to the shelter easier.
- Locked Eastcliff Ravine entrance with fire blocks, so it is now impossible to enter the Sand Zone without the Fireball.
*(It is however still possible to enter without the Autohacker. Doing so is highly unadvised, however I have placed an alternative exit in Curly's house if you lack the Autohacker.)
- Added furnishings to King's House, and a wall-mounting for his sword.
- Added skipflags to several Tut-cat scenes.
- Added skipflags to the series of cutscenes after saving Kazuma.
- Added 'Darkling' mob to Old Village & Catacombs.
- Various tweaks to some of the Catacombs & Sand Zone mobs.
*(Rocky Cave is still mob-less, though.)
- The catacombs [tomb1] has been given a facelift.
- Added 'Widowmaker' mob to Catacombs.
*(Most do not appear until after the Sand Zone Teleporter is fixed.)
- Reduced number of sparkles fired by Sparkler.
- Reduced total damage of Fireball by 1 per weapon level. (ie: 3 -> 6 -> 9 now)
January 18th, 2012 - v0.36.1 release.
- Fixed nasty error in agility code that broke <HMC and <SMC
- Fireball projectiles won't go through ceilings now.
- Blaze Blaster is fixed/working, even though the pickup text says otherwise.
January 18th, 2012 - v0.36.0 release.
- Added Power Boots.
- Added Omega Boss fight.
- Improvements to numerous sand zone areas.
- Added water to the wurm battle.
- Made Autogun projectiles smaller.
- Rebalanced damage output of Sparkler.
- Changed how Sparkler propels the player around, it is primarily an airbrake now.
- Fixed broken missile upgrade in Egg Corridor.
- Fixed event bug in Mimiga Village /w King's house.
- Teleporters now autosave when used (save is before transit).
- Fixed another issue with Grasstown Teleporter.
- Changed some of the items' descriptions.
- Projectiles now treat NoPC blocks as solid.
June 16th, 2011 - v0.30.2 release.
- Fixed issue in Teleporter Room script (again).
June 15th, 2011 - v0.30.1 release.
- Fixed issue in Teleporter Room script.
- Fixed broken entrance to the weed map.
- Several other minor fixes.
May 21st, 2011 - v0.30.0 release.
- Added two new weapons: Autogun, & Sparkler.
- All special tiles are now powered by ASM rather than TSC.
- Added Sand Zone.
- Added Catacombs.
- Added first area of the Waterway.
- Added more upgrades.
- Added bullet ammo powerups for the Autogun; dropped like missiles from monsters.
- Reprorgrammed the monster drop system so only powerups that are needed are dropped. (ie: If Quote has full missile launcher ammo, then missiles won't drop)
- Added Reserve Tank item; mechanics are not perfect yet and it's powered by mostly TSC, but it works.
- Minor adjustments to several of the first caves.
- Made Tutorial 1 (debug cat) in Upper Antron more straight-forward.
- Moved Tutorial 2 (debug cat) from Cthulu's Abode to the Egg Observation Room.
- Flame blocks have been recolored.
- The Fireball weapon has been reprogrammed, and now features two additional upgrades.
- Fixed several minor dialogue glitches
- Numerous other small changes to various maps.
February 26th, 2011 - v0.10.4 release.
- Fixed major bug that prevented the player from seeing toroko and king argue when entering mimiga village for the first time.
- Fixed issue where player could leave Egg Hatching room after defeating igor, and come back and be unable to talk to sue.
February 25th, 2011 - v0.10.3 release.
- Fixed Toroko not running away sometimes in the pool.
- Fixed another incorrect <MYB in King's introduction dialogue.
- Fixed death music not stopping if player dies in the start room.
- Fixed player being able to check Kanpachi's pot before being told to check the other pots (again).
- Added some jumps to Toroko's dialogue (before the first balrog encounter)
- Fixed Kazuma not leaving shelter when he looked like he did.
- Fixed some clipping issues with the grassy sloped rails in the mimiga village, where the player would pop through them and go upwards
- Fixed background not displaying properly in 'Egg Corridor: Breach' (going down there is still mostly suicide though)
- Minor remodeling done to 'Cthulu's Abode'
- Moved the barrier terminal in 'Egg Corridor: Masser', it's hidden now but it should be very very easy to find
- Fixed flying weapon exp spot in 'Egg Corridor: Stratus'
- Fixed minor sequence break in 'Egg Corridor: Masser' where a missile expansion could be obtained early.
- Made getting across the deathtraps & crumble blocks at the end of 'Egg Corridor: Masser' easier - you should now be able to just walk across.
- Added some camera controls for navigating 'Egg Corridor: Stratus' - Camera should move faster when you're riding horned beetles.
- Modified the Missile Launcher as follows:
1) Missile Launcher when first obtained, starts with 10 missile capacity.
2) Missiles fired are all identical (there is no damage difference per missile with lv 1 versus lv 2 or lv 3)
3) Weapon level restricts how many missiles can be flying at the same time. Lv 1 = 2 missiles, Lv 2 = 4 missiles, Lv 3 = 8 missiles
4) Missiles do 10 damage to the target they strike, and an additional 10 damage in an explosion to everything else.
5) Missiles are somewhat inaccurate at this time. Upgrades will change that when they're added.
- Fixed a bug with the chest that contained the map tool where it wouldn't animate properly
- Polished the "sue caged/discover tunnel road" dialogue tree. Everyone should have at least one thing to say during each step of the tree.
- Various H/V triggers will no longer screw with qoute's invulnerability if he'd just been hit.
- A few skipflags have been incorporated into the first several cutscenes & introductions.
- Batswarm miniboss has been modified somewhat again to (hopefully) increase the challenge. Still a relatively easy boss.
- You no longer have your polar star & fireball reset to level 1 when freeing kazuma from the shelter.
- Changed Polar Star's lv2 shot to only hit once for 3 damage, preventing the shot from penetrating smaller enemies moving quickly.
February 22nd, 2011 - v0.10.2 release.
-Fixed several bugs with Santa that screwed up progression in Grasstown
-Fixed tiny render bug on the lift in Grasstown
-Redid Bat Swarm miniboss, now functions properly
-Fixed several minor bugs (typos, incorrect coordinates, etc.)
February 22nd, 2011 - v0.10.1 release.
-Fixed several bugs.
-Fixed major bug that prevented player from obtaining the map tool.
-Merged Egg Interior maps into a single map, creating room for more maps later.
-Completed dialogue tree for each character during the "Sue trapped in cage, lets get to grasstown" phase.
February 21st, 2011 - v0.10 release.
-Complete up to conclusion of Grasstown.
-Few minor known issues, much work to be done still.
If you have any questions, comments, suggestions, or complaints, please post them here and I will get back to your inquiry asap.
If you're interested in using any graphics from the mod, please ask before doing so.
Known Issues
- Sometimes, certain enemies slain by a super missile do not drop loot.
- Currently, the Ignore Solid flag on Bullets is broken. This only affects the Blade [thrown] when it is returning to Quote, however.
- Shooting the Autogun while having less ammo than a shot physically fires will still fire the shot, rather than click with an 'Empty!' fx.
- Weapon entries in the item menu spill slightly off screen once you obtain the Grappling Hook. This will be fixed later as it's not exactly game breaking.
- Fireballs do not bounce off of the top of crumble blocks.
- Crumble blocks wiggle slightly when shot.
- Sometimes, a bullet or missile may pass through a block when it should of hit it.
- Currently Chaba only sells the Grappling Hook, his inventory will expand in later patches & as the player progresses through the game.
- When two Horiz(or Vert) Blocks collide, one block may immediately reverse direction and become unresponsive until Quote touches it. While this does not actually cause any complications for progressing through the game, it is an unintended side effect that may or may not be resolved.
- The Grappling Hook can be fired straight down while standing if overlooking a ledge or standing on tiles that can be shot through.
- The Fireball currently has a little trouble triggering some ignitable blocks, depending on the blocks surrounding it.
- When swinging from a grapple block while the Grappling Hook is NOT the current weapon, taking damage causes the chain to blink with Quote.
Special thanks to Noxid & Lace for helping to make this mod possible, and of course, thanks to you guys for helping me by finding bugs!
Screenshots:
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[attachment=169:gameplay019.jpg] [attachment=170:gameplay017.jpg] [attachment=171:gameplay021.jpg]