• Hey everyone happy Christmas Eve we're aware of what's happened with the source code so to keep this simple absolutely don't post it on the site or use it to make mods with (it's not particularly preferable toward this end anyway) and tread lightly in general until we see how this settles, thanks to all and have a great holiday season -DT

Community Project Dev Thread [DONE]

Nov 29, 2011 at 12:48 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED AGAIN]

I'm just gonna start and change my numbers when someone gives me some info.

By the way, this might be the first community project to work. Nicalis should ask us to do it next time. Who's up for Ikachan modding!

Side note:
Why has no one tried making an advaned Ikachan editor?
 
Nov 29, 2011 at 2:31 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED AGAIN]

Umm... I'm pretty sure you need to fill out an application form like EVERYONE ELSE did before you start working. So, you know, people have an idea of anything at all you're doing.
 
Nov 29, 2011 at 2:36 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED AGAIN]

Dunc2403 said:
Umm... I'm pretty sure you need to fill out an application form like EVERYONE ELSE did before you start working. So, you know, people have an idea of anything at all you're doing.

Bleh. I'm stupid. I should know damned well to look first.

Username: HyMyNameIsMatt
Area Name*: Twisted Caverns
General Description: Machinegun physics with spike traps and wind.
No. of maps: 1
Desired Health: 3
Desired Tileset(s)/Background(s)*: PrtAlmond and Bk0
Desired Enemy Set(s)*: NA
Desired Music(s)*: Grasstown
 
Nov 29, 2011 at 3:51 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED AGAIN]

HyMyNameIsMatt said:
General Description: Machinegun physics with spike traps and wind.
I hate to be the bearer of bad news, but... JERSE kinda did that same idea. With a nearly complete beta posted. So, new idea is needed.
 
Nov 29, 2011 at 4:15 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED AGAIN]

Dunc2403 said:
I hate to be the bearer of bad news, but... JERSE kinda did that same idea. With a nearly complete beta posted. So, new idea is needed.

Well, let me see then...

Username: HyMyNameIsMatt
Area Name*: Think about it
General Description: Mind F*** puzzles, "To get through requires thought"
No. of maps: 1
Desired Health: 3
Desired Tileset(s)/Background(s)*: PrtAlmond and Bk0
Desired Enemy Set(s)*: NA
Desired Music(s)*: Balcony

I was looking at Limbo the other day and had a few ideas. Not trail and error ones.
 
Nov 29, 2011 at 4:19 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED AGAIN]

I suggest intense math puzzles. Those would be awesome.
I permit you to steal G: Spirit's puzzle (from JN), if you want to.
 
Nov 29, 2011 at 4:49 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED AGAIN]

MagicDoors said:
I suggest intense math puzzles. Those would be awesome.
I permit you to steal G: Spirit's puzzle (from JN), if you want to.

I believe he said NOT trial and error. Math would be awesome, though.
I still find it strange that you are the authority on JN now. Please come back Shmitz. ;-;
 
Nov 29, 2011 at 5:09 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED AGAIN]

Yeah. I wanna make em so they require more than just pressing buttons in the right order. math'd be something to integrate alright. I'll do some more planning.
 
Nov 29, 2011 at 5:16 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED AGAIN]

MagicDoors said:
All right, you lot.

I updat'd the Take 8 beta, my levels were messed up by me.
Nothing is changed besides my levels.
Please post this as a separate mod, because the beta will not be used at all for compiling the final build

Matt: I'll add you to the OP
 
Dec 1, 2011 at 12:00 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED AGAIN]

I am going to reveiw many people's mods, in hope that they reveiw mine.
COOL:
I like this mod, even though it is short and easy. A suggestion: you you use down fans if you want more quick thinking, or use up fans to fall up. Just a suggestion, though. It is a good first level.

Lacexid:
Haarrrd
I liked this alot, but it was very haarrrd. It seems like a good end of game area. I also liked the map design; it felt official.

More to come.
 
Dec 1, 2011 at 12:11 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED AGAIN]

Oh shit, deadline was today. D:
I don't have anything new, sorry.
 
Dec 1, 2011 at 3:20 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED AGAIN]

The deadline is in four hours.
You still have time!
 
Dec 1, 2011 at 3:46 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED AGAIN]

Lace said:
The deadline is in four hours.
You still have time!

oh OH or better yet, let's force DT to extend it again.
 
Dec 1, 2011 at 4:05 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED AGAIN]

This deadline.
Is this for a new beta?
I still need to fix something fatal in my mod, but haven't had time (new job).
I could get it done tomorrow.
 
Dec 1, 2011 at 4:09 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED AGAIN]

MagicDoors said:
This deadline.
Is this for a new beta?
I still need to fix something fatal in my mod, but haven't had time (new job).
I could get it done tomorrow.

Nooooope, I believe this is it. Although I do expect he will extend it (he even mentioned so in the first post), and now I'm wondering if maybe we are too late to be included in CS+... maybe?
 
Dec 1, 2011 at 4:13 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED AGAIN]

It's on steam, can't it be updated? They could just add our content later.
If the deadline is finalized, I could ask DT or Andwhy to fix it for me (it's a stupid error).
 
Dec 1, 2011 at 4:16 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED AGAIN]

MagicDoors said:
It's on steam, can't it be updated? They could just add our content later.

Well, I just assumed that Tyrone wanted it by late November because that is what he said in his post...

Regardless, I'll wait for DoubleThink to announce our plan of action.
 
Dec 1, 2011 at 4:44 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED AGAIN]

Here is my stuff:

http://tile44.org/files/TOT.zip

Just extract it over a fresh, unedited Doukutsu.
Have fun, it's still beta and there is probably some stuff which needs to get fixed.
Anyway, I hope you don't mind that I used Running Hell instead of Labyrinth Fight, the latter just doesn't fit :x
I burrowed the "Tower of Tempest 2F" maps from Crowned Witch btw.

Oh yeah and it is hard as fucking hell, don't get frustrated.
 
Dec 1, 2011 at 5:10 AM
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Tpcool said:
Well, I just assumed that Tyrone wanted it by late November because that is what he said in his post...
That was when CS+ was due to be released at the start of November

Tpcool said:
Regardless, I'll wait for DoubleThink to announce our plan of action.
Rather than putting up another static date, I'm going to make up a list of what I'm still waiting for people to complete before we can get onto compiling it. I'm still not done myself and I won't be by the deadline (had a hard day of work yesterday and then slept horribly so I'm pretty exhausted right now).


BETA REVIEW EDIT

@ SP: I have missed your Englisch :> This is generally very solid so far, and doesn't appear to be too overly hard (at least from what my invincibility whiz-through could decipher). A few minor thingies:
-In the first room, having the 'dead' (blank eye) robots talk is a bit off-putting, as they never do this in the original game
-When activating the computers, it's sometimes hard to see where the new blocks are appearing; a quick <FON would fix this
-The noises that the trapped flowers make on the second level don't really bother me, so I'll wait and see what other people think
-All of that 60 HP doesn't seem necessary when most damage taken is either small or a 1-hit. The additional lifeups don't appear to add much at the moment either. Maybe you could run with 30 HP and a Life Pot?
@ Booster Pengiun: Get rid of either the <ZAM or Sue :critter: Preferably the <ZAM. I like the puzzle though ._.

I will update the OP with the aforementioned completion list shortly, and then replicate it here when I'm done. REPLICATORS
Code:
Dunc2403: Post fixed version of area
Tpcool: Post new version of area
Noxid and Lace: Post completed area
DoubleThink: Post completed area
MagicSoul: Post fixed version of area
CommanderJersey: Post completed area/Update area to use the flags he was actually assigned
Hiino: Post completed area, along with a guide detailing how to get through it properly >_> (serious)
ShInInG PhAnToM GaRdEbiTeR: Post completed area
Safusaka: Post something or decide that there isn't enough time to complete it
(this is technically an option for everyone who hasn't abandoned already)

I may also have to do some music rationing at some point :droll:
 
Dec 1, 2011 at 8:37 PM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

Thanks for the OPdate DT
Here's my finished version.
DT, can you check "that" for me?
 
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