Community Project Dev Thread [DONE]

Dec 16, 2011 at 9:22 PM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

DoubleThink said:
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.
Well -10 are the only ones that work with the way the traps are scripted. I guess you could up the health a bit if you REALLY wanted to though. As for increasing the time the gap is open, sure.
 
Dec 17, 2011 at 2:18 AM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

Taaadaaa
 
Dec 17, 2011 at 10:14 AM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

I can't see what you changed from the last version, but I'll take it. This (almost) just leaves our Yuropeeun modders... and me ;_;
 
Dec 25, 2011 at 3:57 PM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

So uh.
What's the state of this thing?
 
Dec 26, 2011 at 5:08 AM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

Still waiting on Hiino and SP, and I've decided not to be a prick and bug them over Christmas
 
Dec 30, 2011 at 3:07 PM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

DoublePost

I am very nearly almost done now, and promise to be finished no later than New Years' Day (barring any horrible happenings). Only a tiny bit extremely late!!!!!! It has come together very nicely though, especially the last map, which I think you should all love/hate :)
 
Dec 30, 2011 at 10:53 PM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

Augh

As for myself I'm extremely late because none of the things I wanted to do for my last map seems to work.
Frankly, I don't know if I will be able to finish it by 2012.
BUT if this happens, since I wanted to end this before 2012, I'll just remove that third map. So you can consider my mod as already complete (well, almost actually, I have to edit some things first)
 
Jan 3, 2012 at 7:02 AM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

Yeah sorry I'm late again, I had a lot more time taken away from me the last couple of days than I thought I was going to :/

Here's the real deal! I have made some small changes to the first map, and prettified it somewhat at Hiino's request (I will also try to do this to maps 2 and 3 during finalisation). Otherwise, it's all new stuff; I particularly like the particle effects in map 4 :D There is one problem I know of, which has to do with enemies near the end of said map disappearing when they aren't supposed to (this will also be fixed during finalisation), but otherwise I think I caught most things during my brief test run.

Anyway, tell me what you all think; I'll update the thread in a few hours, but for now I have to go to cricket practice because I'm Australian and Australian people play cricket
p140216-0-x19.png
 
Jan 3, 2012 at 6:14 PM
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Re: Community Project Dev Thread [COMPLETION CHECKLIST POSTED]

Ah crap. Now I'm the last one.
But I should be done soon.

EDIT:

... I... can't believe it.

I'm fucking finished.

diph.php

Here is the thing: http://ge.tt/9SmnovB/v/0.

What has improved:
- a secret (HARDCORE) map
- a secret "coin" in the second map (if I can use one)
- little corrections here and there.

To DT and/or Tyrone:
the "coin" is at the lower-right side of the second map. It's connected to event 501 (in case you need it).
Also, since my area is apparently a bonus area, and the third map is a secret, really hardcore map in this already bonus area, there gotta be a reward for doing it... What about another achievement?
I KNOW, I probably am asking way too much, but I can always try. Oh and in case you don't want to add an achievement for this, what about one more "coin"? Or a special ending or whatever you want that would be cool enough for people to try it.

EDIT again:
Another version, this time the reset zapper is mandatory for... convenience reasons.
http://ge.tt/91AQQ2C/v/0

And this is probably the final version of the thing.
 
Jan 8, 2012 at 10:30 AM
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Aaaaaaand they're all in! Quagsire approves :D

Welp, it's finally time to combine this thing into one single entity. I'll have a good chunk of finalising work to do, but for now I'm going to put my feet up for a couple of days while andy merges it all together. Thanks to everyone who contributed, this is going to be later and greater than was ever imagined! :toroko2:

Regarding my area, Hiino has made me aware of several other bugs/imbalances I need to fix, which I shall take care of during finalisation. If for some reason any more of you do actually want to play it, there's a place where you will get stuck on map three after saving at the second save point; to remedy this, remove the flag jump from the start of event #0106 (only after saving).
 
Jan 8, 2012 at 7:19 PM
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Indeed, it's going to be MUCH later.
 
Jan 15, 2012 at 8:26 AM
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Sooo, andy was not able to finish before he went away. Personally I'm not too worried and am going to spend some time working on other things, this message is more to give a status update so's y'all know you don't need to worry.
 
Jan 22, 2012 at 12:53 PM
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Andy has now given me the thing, so now it's time for me to begin cleaning it up and attempting to make sure everything runs together smoothly. The changelog I described earlier in the disco thread will be kept in this post, so you will all be able to keep an eye on it/discuss changes as I make them (preferably over VM if comments are only directed at me, because I don't want this thread to fill up with nothing but complaints). Expect daily updates (starting tomorrow), as the shame of failure will help drive me onwards :toroko2:

Update Listing
{General Changes}
-Deleted all extraneous maps (I think Null (0) and u (Kings) were the only ones I had to leave)
-Ported all necessary .pxa (tile data) files
-Copied over all ArmsItem edits
-Performed Noxid's requested ASM edit
-Added a couple of ArmsItem changes I missed
-Moved all Grit Zone ammo messaged formerly in Head back to their individual locations

{Start Point}
-Decked out room with full decor, and filled out all of Jack's dialogue
-Updated outgoing events linking to {The Fall} and {Void}
-Removed item additions from when map was the start of Access
-Added in an extra scene for Jack that occurs upon completion of {Void}
-Updated initial dialogue slightly

{Void}
-Added incoming and outgoing events linking {Start Point}
-Removed save point and health terminal
-Aesthetic changes to the receiving of the Map System
-Made some small alterations to spike/tile locations near the map's end
-Made Map System disappear upon map completion, where the achievement will be given (Take 1 of 8)

{The Fall}
-Small aesthetic changes to the initial events (before falling)
-Increased the speed of all camera-movement events
-Altered the first two jumps to make them slightly harder
-Reduced the number of enemies in the final section (am considering further reduction, and switching them up with the actual Last Cave enemies)
-Fixed door events (entering and leaving), and made them stop reappearing after first destruction

{The Trench}
-Fixed doors again and updated door events (entering and leaving)
-Small aesthetic changes to some inconsistent map tiles
-Made the initial fall slightly harder
-Stopped the Booster 0.8 from auto-equipping, and made it possible to complete the map without using it (Take 2 of 8)
-Added a flag to check whether or not the Booster 0.8 is ever equipped
-Made Booster 0.8 disappear upon map completion

{Rest Station}
-Created this entirely new map w/PrtStore, designed to raise the player's health to an appropriate level for the next four areas
-Includes some dialogue and a save point, but (technically) no health
-There are three +5 Life Capsules, giving a base of 18 HP
-There's also an additional +3 Capsule, but it comes with a catch...
-Outgoing event links to {Grit Zone}

{Grit Zone}
-Added new event upon entering from {Rest Station}
-Small aesthetic changes to some inconsistent map tiles
-Cleaned up the code for basically every event
-Rewrote or rearranged all dialogue messages
-Made the Arms Barrier actually equip properly (EQ+0004)

{Machine Gun Tutorial}
-Small aesthetic changes to some inconsistent map tiles
-Made first tutorial lesson actually possible the way it says to do it (i.e. without the jump button) with the minimum ammo (20)
-Rewrote or rearranged all dialogue messages
-Updated outgoing event linking to {Grit Zone}

{Grit Zone Dust Storm}
-Renamed map to make it distinct from the first
-Small aesthetic changes to some inconsistent map tiles
-Altered first wind section slightly to make it more consistent
-Very minor changes/additions to later sections (tiles and entities)
-Changed the hidden secret to something more... appropriate (Take 3 of 8)
-Made the Turbocharge actually equip properly (EQ+0008)
-Rewrote or rearranged all dialogue messages
-Cleaned up the code for basically every event

{Grit Zone Battle Arena}
-Small aesthetic changes to some inconsistent map tiles
-Rewrote or rearranged all dialogue messages
-Altered the path leading to the boss fight slightly
-Made the boss start event happen at a much more sensible place
-Changed the battle arena slightly
-Made it so the player doesn't fall onto the spikes and die during boss explosion sequence
-Cleaned up the code for the item-removal events when exiting
-Added outgoing event linking to {Pinnacle}

{Pinnacle}
-Minor dialogue changes
-Fixed a flag error
-Added outgoing path and event linking to {???}
-Moved H/V trigger that checks for no weapon use slightly (Take 4 of 8)

{Preparation}
-Changed music to Jenka 2
-Removed <CMP calls to negative values that made the .exe crash

{Potential}
-Changed music to Jenka 2
-Changed escape music to Run!

{Perseverance}
-Changed music to Jenka 2
-Minor dialogue changes
-Removed Sue from the boss battle (temporarily?)
-Changed escape music to Run!

{Prestige}
-Minor dialogue/treasure changes
-Changed escape music to Run!

{???}
-A second entirely new map, created to serve as a connection between the Pyramid and Zangetsu
-Added outgoing event linking to {Pipeline Maintenance}

{Yorugetsu}
-Changed music to Moonsong and background to bkMoon
-Added a warning gap before the fall at the start
-Minor statue dialogue changes, made statue always teleport back after giving the item

{Mayogetsu}
-Changed background to bkMoon
-Minor statue dialogue changes, made statue always teleport back after giving the item

{Zangetsu}
-Minor statue dialogue changes, made statue always teleport back after giving the item
-Changed bed event slightly
-Updated outgoing event linking to {???}

{Ketseukigetsu}
-Changed music to Balcony
-Prevented first moving block section from continuing the pattern near the bottom if the player falls down early
-Made the drop at the start of the second section much shorter
-Minor statue dialogue changes
-Updated outgoing event linking to {???} upon area completion (Take 5 of 8)

{Pipeline Maintenance}
-Made check for destruction of transporting enemies work in a non-retarded fashion
-Changed first section to have -5 spikes instead of -10
-Made two of the invisible hearts visible
-Gave more space to catch Basil in (sneaky sneaky)

{Underground River}
-Added an earlier path back through the water, so that players don't always have to do the whole thing again

{Ventilation Shaft}
-Fixed a flag error or two
-Small aesthetic changes

{Pipeline Maintenance?}
-Removed some sprinklers and smoke to prevent all entity slots being used up
-Added an extra save after the Wall of Flams
-Fixed a flag error or two
-Gave the Whimsical Star as a reward for not using any resources, as opposed to auto-giving it for the Tower of Tempest (Take 6 of 8)
-Added outgoing event linking to {Final Gateway}

{Final Gateway}
-Transitional stage before the Tower of Tempest
-Gives a +20 Life Capsule and some weapon exp

{Tower of Tempest - B1F}
-Removed Map System
-Rewrote robot dialogue slightly
-Through all Tower of Tempest areas: Removed Life Capsules and replaced them with health terminals containing a check to see if the player ever heals (Take 7 of 8)
-Changed the computer terminal events to run more smoothly and altered the map so that the second terminal is actually needed to progress
-Made some of the Rollings into jumping hazards, and a further few more roll 'properly'
-Made Orangebells disappear after saving

{Tower of Tempest - 1F}
-Made more of the spawned enemies in the first section actually threatening
-Made the Gunfish and H/V triggers disappear upon reaching the ledge
-At the exchanging terminal, removed the Blade, lowered Super Missile ammo and made the Booster 2.0 mandatory

{Tower of Tempest - 2F (Far Side)}
-Updated outgoing event linking to {Tower of Tempest - 2F (Near Side)}

{Tower of Tempest - 2F (Near Side)}
-Created a FINAL BOSS FIGHT
-Added outgoing events linking to {Stat Ponrit} and {Safe House v2}

{Stat Ponrit}
-Added outgoing event linking to {Tower of Tempest - 2F (Near Side)}
-Changed message on 'roof sign'

{Fs Caeirtv}
-Changed music to Seal Chamber
-Added outgoing event linking to {Mainframe}

{Mainframe}
-Final dialogue scene where everything is fixed!!! (Take 8 of 8)
-Added outgoing event linking to {Safe House v2}

{Limb}
-Changed object at the end and added a flag to check for completion (Might see if I can make this a separate achievement)
-Added outgoing event linking to {Mainframe}

{Safe House v2}
-End of the game essentially, contains several familiar characters including Jack
-One of them will check whether or not the player has achieved everything
-Added outgoing event linking to {Tower of Tempest - 2F (Near Side)}

Also present are {Empty} and {Don't Go Here}, but essentially these might as well not exist
 
Jan 22, 2012 at 1:21 PM
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Code:
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I don't remember if we mentioned this before, but this hack is necessary to make the behaviour of the game consistent with CS+ where triggering an event doesn't reset the invincibility timer. Our portion relies heavily on this.
 
Feb 27, 2012 at 3:37 PM
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First update is now in place - I didn't have time to do any actual mapping today so I did some file moving work instead. Now that I've got that much written down in stone, it shouldn't be as hard to get on with the rest of it. I'll attempt to colour-code the updates in order to make it easier to see when what was changed.
 
Mar 4, 2012 at 10:45 PM
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Give the man a break, it's not like anybody is getting paid to do this
 
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