Community Project Dev Thread [DONE]

Nov 22, 2011 at 12:05 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

there is a teleport device?
blaaaaaaah
 
Nov 22, 2011 at 3:02 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

Submission is not required for the beta, it's being made mostly so that any general flaws in the whole mod's overall design can be ironed out before we try to put the finished thing together

Also I believe the deadline is now in 5 hours :(
 
Nov 23, 2011 at 12:54 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

Do you need any original compositions in organya or pxtone? I've practicing a lot, hoping to get some recognition for something. =P
 
Nov 23, 2011 at 1:01 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

Jaxcheese said:
Do you need any original compositions in organya or pxtone? I've practicing a lot, hoping to get some recognition for something. =P

No new music for this project, I believe. We're sending this in for CS+, so almost everything needs to be from the CS data folder, except for some tileset edits.
 
Nov 23, 2011 at 3:07 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

I've given andy the details so I can only assume he's putting the maps together now, but the rest of you uncompleteds should still keep working in the meantime :p
 
Nov 23, 2011 at 9:22 PM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

Alright, yeah, I'm dropping out. If someone else want to continue what I have, feel free to do so, but I doubt anyone would, considering how little I have.

http://www.mediafire.com/?o713jbgb4ld3bf3

And yes, I'm aware the distance between the between-map-paths is much shorter on the bottom map than the top, and that I'm missing an h-trigger on the bottom of the right half of the top map.

The floating boxes indicate how high you can build platforms without making it possible for Quote to boost over the top of the barrier in the middle.
 
Nov 24, 2011 at 8:42 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

I didnt really join be cause i knew i'd struggle within the boundaries that Nicalis made known. Either way, I cant wait to play this!

I'm sure you guys are going to be thrilled with all this exposure to a fresh new batch of people discovering cave story for the first time!
 
Nov 25, 2011 at 4:07 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

Omega is a map-bound boss, which means that he can only appear in the map he was originally in (and possibly only in the same place as well?). Ask for more specifics in the quick answers thread. Will play the mod shortly.
 
Nov 26, 2011 at 11:41 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

CJ: I like what you've done with the place! :D The second area in particular has been greatly improved, and thanks much for taking my suggestions on board. The only area I have a real issue with now is the first stretch of wind in the second area, because the only part that really matters is the end where it's seemingly random whether or not you'll be flung wide and miss the second level. Most of the rest is spent hovering around mostly harmlessly around the middle of the corridor.

I will have a special treat to post here before I go to bed I hope :mrgreen:

EDIT: Or not... I couldn't get the important part finished in time (I blame Noxid for showing me this book :mad:) and really the beta isn't going to show a lot anyway. Big updates to everything to happen tomorrow! In the meantime, some feedbacks on my demo I posted earlier would be really nice :critter:
 
Nov 26, 2011 at 4:00 PM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

DT:
I liked the idea of riding the elephant. However, after that part, I found it hard to tell where to go. Do you go to the lower or upper level?
PS: I suck at some stuff in CS, so I could be over looking something very obvious.
 
Nov 27, 2011 at 11:26 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

The beta is done. The only really important part is the first room, which shows an example of how I'm going to try and make the mod flow smoothly.
Dunc's area was really too hard to be in the main 'quest', so I put it in as an optional area right at the start that will give a money unit as a reward upon completion. (Speaking of which, Dun, the latest version you provided is broken; the tiles get messed up after you start getting close to the right side of the map, and some at the bottom never appear at all.) I'm planning something similar for Hiino's area.
Further discussion on Take 8 finalisation I'll put in the discussion thread shortly. For now, don't take this beta as seriously representative of what the final version will look like.

However, in light of how late/useless this is and the additionally belated release of CS+, I'm considering moving the deadline again. All active users in this thread should give me a progress update stating how likely they are to be done by Monday, the rest I will ask in private.

Also, please remember the rules, such as removing everything you give the player when your area is finished, the use of event #0500 for the start and end of your area, and only using the flags that were assigned to you in the OP. If you don't remember them/didn't read them in the first place then go back and read them now. I was going to post this anyway but this is particularly important because CaveEditor is a bitch and won't let me alter the properties of already-present enemies (hence the now infinitely-gettable Machine Gun at the start of the Grit Zone that I couldn't be bothered to fix properly).
 
Nov 27, 2011 at 5:51 PM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

If I don't encounter any fatal bug or whatever that would lead in redoing my maps from scratch, I will be done until the deadline.

BUT I'm okay with moving the deadline so I could add another map and more cool things.

EDIT : Actually I couldn't do anything, because of family-related reasons and also because I can't manage to make something really important work.
So either you extend the deadline or you will have to use my non-finished mod (or simply disregard it).
 
Nov 28, 2011 at 2:26 PM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

Well thanks to the almost complete lack of feedback and also the fact that I definitely won't be done by tomorrow I'm pushing the deadline forward to the last day of November at least. Please don't make me have to turn this into a Christmas present :mahin:
 
Nov 28, 2011 at 5:18 PM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED AGAIN]

I told myself I wouldn't do this but I'm a damned liar. I had a map idea and it would require about 2 maps and 15 flags at most. Can I get a flag list and try it out please?

Note: If for whatever reason I can't finish by the end of the month, which I know is in a few days, You can scold me all you want. I just figured that more content would be better.
 
Nov 28, 2011 at 8:37 PM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

DoubleThink said:
The beta is done.

Question: what's with the sign in the Pinnacle-whatever place? It says something about staying to the left to run, but I don't understand what it means by "left".
No smart comments, you people.
 
Nov 28, 2011 at 8:49 PM
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Nov 28, 2011 at 9:13 PM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED AGAIN]

And also if you can read this thread.
 
Nov 28, 2011 at 9:23 PM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED AGAIN]

Noxid said:
The true challenge appears if you can decipher that riddle

Lace said:
And also if you can read this thread.

All right, you lot.

I updat'd the Take 8 beta, my levels were messed up by me.
Nothing is changed besides my levels.
 
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