Community Project Dev Thread [DONE]

Dec 6, 2011 at 11:57 PM
The Preacher
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

Okay, I finished the two first maps (tutorial + main map).
Here it is: http://ge.tt/8KpwdqA/v/0

Please note that I don't consider it finished yet (that's why I didn't use event #0500, along with the fact that I totally forgot to do it before uploading) because I plan on adding a "hidden" (?) bonus map that probably will be really hard.

As for the detailed guide, will the tutorial map be enough or do you seriously want me to write a walkthrough?
I could also record a live session of my mod. What do you think?
 
Dec 7, 2011 at 12:09 AM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

I'm sorry Hiino, but the tutorial map will be too hard for players who don't have even a small comprehension of the glitches in CS. It won't make sense to them.
 
Dec 7, 2011 at 12:13 AM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

Maybe make Hiino's level a bonus level when the whole shebang gets put together? So it's not something you have to play in order to complete the mod, but it gives a little extra fun tidbit for those players who are familiar with the glitches.
 
Dec 7, 2011 at 12:46 AM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

Solution:
Money units unlock hiino's part (maybe among other things)
 
Dec 7, 2011 at 8:14 AM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

Aaaaah I didn't mean for the tutorial to be in the mod, I just need to know how it's meant to be beaten properly D: Unless you were intending to put one in in the first place (maybe, can't remember).
 
Dec 7, 2011 at 8:21 AM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

I think the tutorial gives the player enough room to familiarize himself with the glitches. If my opinion is the minority, perhaps Hiino could just include a sign that says "certain blocks will pull you through them."
 
Dec 7, 2011 at 12:58 PM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

DT: I had the intention to put in the tutorial anyway. As for the guide, will a video be fine then?

I guess my mod might be too... "special" (not necessarily in a good way) to be part of the main course. So it doesn't really matter to me if you change it to a bonus part. But Fab's idea might work too.

EDIT: I found a little bug in my mod. Also some people seem to have issues with Ge.tt (or not), so just to be sure... I reuploaded it.
http://www.mediafire.com/?9imji7hx4jzzzi9
 
Dec 7, 2011 at 1:53 PM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

Hiino said:
DT: I had the intention to put in the tutorial anyway. As for the guide, will a video be fine then?
I was thinking more some maps with arrows and quick instructions, but whatever floats your hovercraft
 
Dec 7, 2011 at 3:08 PM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

Just dropped in to say good luck for the development team. Now I feel a bit sorry I didn't make something for this, damn laziness and work... Can't wait to try when it's finished :muscledoc:
 
Dec 7, 2011 at 11:15 PM
The Preacher
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

Okay, here is another, fixed version of my mod.
There is a walkthrough in it. I hope you will like it, DT.

http://www.mediafire.com/?7yp4ojc7kocyod2
 
Dec 8, 2011 at 12:14 PM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

Very nice :muscledoc: I did actually manage to figure out how to beat the tutorial by myself before reading that (I had too, seeing as the 'start' point has since been set to the first cave), and now that I've played through it properly I don't think it's too hard/confusing. Consider it approve'd (as an optional area).
 
Dec 8, 2011 at 2:27 PM
The Preacher
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

Oh shi- I forgot to put the start location back in the Start Point, at the coordinates (8,5)... Silly me.
 
Dec 9, 2011 at 9:20 PM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

There are some things I still wish to change.
So same clause as Noxid, but expect me to upload something soon.
 
Dec 10, 2011 at 10:57 AM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

My final version hopefully comes today.
Sorry guys, had a very busy week.
 
Dec 14, 2011 at 3:41 PM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

Inactivity :sue:

If you could all step it up just for a couple of days to get those final submissions in that'd be great. We're almost finished, after all! Safusaka hasn't responded to me in any way about his area so I'm assuming his thingy abandoned, but the rest of you are all nearly done as far as I can see.
 
Dec 14, 2011 at 9:44 PM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

Alright, I feel mine is finished now. If I did something wrong (I most likely did), please tell me! :sue:
And I left the default HP to 3 (I believe I did that before as well), but I think when the project is finished it will be 5 HP.

Stuff added from the first version:
-Two more falls added to first room.
-Booster location was changed.
-Little bits of redesign.

Boom!
 
Dec 15, 2011 at 3:28 AM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

Close to done, methinks. Play and say if anything at all is irritating/unpolished/buggy in any way (or if there's something else you'd like to see).
Indeed, if you'll pardon me a colloquialism, I would be much obliged if you would try to fuck shit up.

This is a link.
 
Dec 16, 2011 at 10:01 AM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

Tpcool: How are you supposed to get through all of those red enemies at the bottom of the first fall? And why do they only do 1 damage? NPC editing isn't completely out of the question but I'm pretty sure that would come into conflict with other peoples' use of them. Not to mention you could just be using the normal blue ones. I have a couple of other minor issues but at this stage it will be faster if I just make small fixes by myself.

Lace: I am really not sure about the necessity of these -10 spikes when you can only afford to take a single hit. And could you make the time before the gap closes off somewhat longer? It's barely possible to get there now with invincibility on, let alone trying to dodge all the spikes on the way there.
 
Dec 16, 2011 at 8:54 PM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

DoubleThink said:
Tpcool: How are you supposed to get through all of those red enemies at the bottom of the first fall? And why do they only do 1 damage? NPC editing isn't completely out of the question but I'm pretty sure that would come into conflict with other peoples' use of them. Not to mention you could just be using the normal blue ones. I have a couple of other minor issues but at this stage it will be faster if I just make small fixes by myself.

It's possible to get through all of them, I've done it plenty of times. >_>"
I just thought you wanted me to make it harder :p
I didn't really think that it mattered what color or how much damage they did (although I've always had to take at least one hit through it all), but if you feel the need to change it, go ahead.
 
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