• 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 8, 2011 at 2:44 AM
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Nov 8, 2011 at 3:07 AM
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Re: Community Project Dev Thread

LunarSoul said:
I'd test it, but blackberries can't play cave story.
That makes me so sad... That should be fixed.

Alright, anyway, JERSE. I don't like that if you touch even one spike, you go down a level on your machine gun, which means you WILL LOSE, even with the Arms Barrier. It's very annoying. Also, Let me save after getting Machine Gun and Arms Barrier. It's just annoying to do that all again.
 
Nov 8, 2011 at 3:13 AM
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Re: Community Project Dev Thread

First Thought:
Have the save after you get the machine gun: it is tedious to get it over and over.

Second thought:
I just completed the first spike section with no machine gun, only to find that I then needed a level three machine gun. If someone forgets to get the gun, or forgets to fill it with xp, or levels down, this would all be very sad. You should force the gun upon them and have some more xp down here.

Third Thought (and last thought for now):
You may want to make the beginning bit a bit more forgiving (eg no ceiling spikes in some places) to let the player ease in to this style of play. Then you can hit them with more ridiculous things.
 
Nov 8, 2011 at 3:21 AM
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Re: Community Project Dev Thread

I probably should have made that more clear... you can go back up the shute that you drop down to get the machine gun. Once you get to Lv 3 you can fly back up. Also, the spike section is meant to be the more difficult path. If you fly up you can go to the right and take a path that doesn't require you to go through the spikes. (But if you do go through the spikes, you get an ammo expansion.)
 
Nov 8, 2011 at 3:27 AM
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Re: Community Project Dev Thread

CommanderJersey said:
I probably should have made that more clear... you can go back up the shute that you drop down to get the machine gun. Once you get to Lv 3 you can fly back up.
No, you can't. It's much too high.
Also, the spike section is meant to be the more difficult path. If you fly up you can go to the right and take a path that doesn't require you to go through the spikes. (But if you do go through the spikes, you get an ammo expansion.)
And where is this? Hidden in your unforgivable maze of paw blocks where you need to check every block to find an item? Also, what's with the parts where you actually have to go THROUGH the spikes? That's just mean.
 
Nov 8, 2011 at 3:36 AM
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Re: Community Project Dev Thread

Dunc2403 said:
No, you can't. It's much too high.
It's possible.
And where is this? Hidden in your unforgivable maze of paw blocks where you need to check every block to find an item? Also, what's with the parts where you actually have to go THROUGH the spikes? That's just mean.

I didn't put a chest in every block... only 12 of them I think that it is fairly obvious where they are. (Hint: there are 5 items in total.[Including the machine gun.])
Also, I make the player go through the spikes because I want to temporaraly stop them from using the Machine gun. You get the energy back later.
 
Nov 8, 2011 at 3:38 AM
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Re: Community Project Dev Thread

Can you at least tell us WHAT they are?
I got the Machine Gun, Money Unit, (That part made me angry due to the walk-through spikes) and Arms Barrier.
 
Nov 8, 2011 at 3:48 AM
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Re: Community Project Dev Thread

1. Machine gun:
should be obvious
2.Arms Barrier:
above the machine gun chest, go through pillars.
3.Ammo Expansion:
Go through spike section near beggining, go down in the hole, and go left. Should be on the pillar.
4.Turbocharge:
At the start of the second dog maze, go to the right and there should be a 4 block square at the end of it. It is in that square.
5. Money unit:
Once you get the energy for your gun back, go backwards through the dog maze and fly onto the platform that it is on.
 
Nov 8, 2011 at 3:55 AM
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Re: Community Project Dev Thread

JERSE:Thank you. Also, please don't call it a dog maze. It makes my head heart from memories of Jenka's Nightmare.

LUNAR:Two things. First of all, Exorcism tags? WTF? Either I have an entirely different idea of what the word "exorcism" means than you, or you're insane. Second, I did not like that save point. It was EVIL.
 
Nov 8, 2011 at 12:29 PM
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Re: Community Project Dev Thread

For those who don't know, you can go much higher than normal when flying with the Machine Gun by holding down the jump button. Using that method, it's possible to keep flying indefinitely with only a handful of ammo, as demonstrated in the Wrath of Rockyshrapnel. It may however be prudent to mention this in the mod somewhere :debug:

@ CJ:
-You give an awful lot of stuff for just this first room, and the only thing that could really make much difference is the Arms Barrier (e.g. if you add in some damage later on which would break Lv3 if you don't have it). Some extra ammo/the Turbocharge might be useful if it were optional just before the planned Omega fight. Also, you could probably drop that initial ammo count as low as 20.
-The only area so far that really requires careful maneuvering with the Machine Gun is the spike section just after getting it, and it's awfully short. It could easily be extended over to the right wall. Or, you could add in some more Crows (turn on the invincibility flag so they don't go haywire) and base the area around weaving through them. Make the player really work for that reward!
-The block mazes are a bit slow and dull at the moment. For the second one at least, you could try putting in some enemies, along with some clear tiles to show the player where they are so they can gauge how to deal with them. Would also give that healing room a reason to exist.

Don't let all that discourage you, the map design is sound and I didn't see any scripting errors in it :D Just remember that you should focus on the Machine Gun, as it's up to you to showcase its potential.
 
Nov 8, 2011 at 2:04 PM
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Re: Community Project Dev Thread

DoubleThink said:
For those who don't know, you can go much higher than normal when flying with the Machine Gun by holding down the jump button. Using that method, it's possible to keep flying indefinitely with only a handful of ammo, as demonstrated in the Wrath of Rockyshrapnel. It may however be prudent to mention this in the mod somewhere :debug:

Not bad, did not know.
 
Nov 8, 2011 at 10:07 PM
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Nov 8, 2011 at 10:32 PM
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Alright, LUNAR.

1. In Mayogetsu after the moving blocks, it's annoying that if you go to the right, it says you were never seen again, while you can see yourself. Either put a <MYB there, or just take it out.

2. In Zangetsu, the wording for the statue is weird.
The way will open to the ones who open theirselves.
It just seems wrong.

3. In the part in Zangetsu where the blocks are disappearing, and under them are deathtraps, the deathtraps don't work while the blocks are disappearing. If you jump on them again it works, or just walk into the little spike they work, but just falling doesn't.

4. I am now fine with the Exorcism Slips, due to my interpretation of them.
Originally posted by Dunc2403
What, are we ripping demons out of the statues, so in return, they move us somewhere useful?
 
Nov 8, 2011 at 10:40 PM
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Re: Community Project Dev Thread

@2 it should be "themselves"
 
Nov 8, 2011 at 10:43 PM
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Re: Community Project Dev Thread

Okay, thanks. It's almost there (my mod).
 
Nov 9, 2011 at 8:56 PM
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Re: Community Project Dev Thread

Next version, hopefully the last.

EDIT: @Dunc:
Your update has a severe lack of spikes. Are the tiles that change supposed to be spikes? Because they are not.
Also, you can fall forever, you need H/V triggers with event #42 where your pits are.
 
Nov 9, 2011 at 11:41 PM
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Re: Community Project Dev Thread

Ok.
1. Ack, I bloke that and thought I fixed it. Herp derp.
2. That will be fixed. They were supposed to be spikes. Herp derp again.


EDIT: Fix'd.
http://www.mediafire.com/?8lkjaql5dfvsv46

EDIT EDIT: LUNAR: Good, good, it's all fixed... Wait, it still says you were never seen again, and I suddenly just disappear.. Still needs to be fixed.
 
Nov 9, 2011 at 11:48 PM
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Re: Community Project Dev Thread

Dunc2403 said:
Ok.
1. Ack, I bloke that and thought I fixed it. Herp derp.
2. That will be fixed. They were supposed to be spikes. Herp derp again.


EDIT: Fix'd.
http://www.mediafire.com/?8lkjaql5dfvsv46

EDIT EDIT: LUNAR: Good, good, it's all fixed... Wait, it still says you were never seen again, and I suddenly just disappear.. Still needs to be fixed.

...That was a weird post.
Nonsense, I fix'd that. You're hallucinating.
Wait, where does it say that?
 
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