Community Project Dev Thread [DONE]

Nov 14, 2011 at 1:19 PM
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Re: Community Project Dev Thread

LunarDoors: I still can't find any of the exorcism slips after the first. Could you PM me and tell me where they are/where any other secrets are (you said something about doing more with the beds?).

CJ:
-This is an improvement, but some of the items are still unnecessary/not balanced around how hard it is to get them. Maybe try this as an outline:
--20 max ammo to start with
--Item hidden above where you get the Machine Gun is a +10 to ammo
--Item hidden to the left after the spikes is the Arms Barrier
--Item hidden in the maze is another +10 ammo
--Replace that second save point in the first map with an exp container, it's not necessary
--Item hidden in the first optional section on the second map (under the save point - nice job on it too btw) is the Turbocharge
--Remove the "money" item from the first area altogether and put it the optional wind-based part that currently gives ammo

-Speaking of which, I like the idea, but currently the design is kind of messy. In the first stretch, it isn't very clear how to deal with the part before the drop and seems kind of like you're meant to get hit. After the heal house, it's possible to safely boost straight over all the enemies to reach the third area, and the optional section is much like that as well. I strongly suggest making the map as a whole smaller and more coherent, and make more use of walls/platforms rather than relying solely on wide-open passageways.
I was going to wait to update the mod status/order in the OP until the first beta was complete but I guess I'll do it now. Speaking of which, the 21st is now looking like the deadline for the beta build rather than the final build based on everyone's completion level, so I'll make some adjustments to that too.

I racka disaprin, so I still don't have quite enough content to be worth posting yet :critter:
 
Nov 15, 2011 at 4:50 AM
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Nov 15, 2011 at 5:05 AM
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Re: Community Project Dev Thread

CommanderJersey said:
Seems pretty good. I love aerial maneuvering with the machine gun, so it's no shocker that I enjoyed playing this one. I thought it was a little bit too easy though; granted, it'd be a lot more difficult if the save points were removed, (and you may have put them there solely to make progression easier for testing purposes, I dunno) but without them it would probably become repetitive and somewhat irritating. Not referring to your mod directly, but a volley of exceedingly difficult challenges and one save point at the beginning of each map seems like the best way to go. It adds a sense of accomplishment/progression whilst eliminating a lot of the repetition.

Is there anything beyond the signpost that says prepare for battle? I'm assuming a boss goes there or something? (If there is more content then disregard that last paragraph, as I obviously hadn't sampled everything.)
DoubleThink said:
Noxid said:
http://dl.dropbox.com/u/42853625/Temp/Pyramid_0000.zip

It's somewhere between half and 3/4 finished. The misery fight is the last thing you can do.
I didn't really get the right/left thing, and Sue can get 'stuck' pretty easily in the Misery fight, but otherwise it's all good so far
At first I thought it was mocking me, "right" being the descent into the pyramid, and "left" being the exit which it had obstructed with a block. XD; I'll vouch for the Sue mechanics, I got her bogged behind a block and then shot her in the face a few dozen times. On the other hand, if she could phase through solid objects (like some of the other enemies) during her spinning attack then it would increase the difficulty exponentially. (Is she even meant to be down there? Were you planning on respriting her, or did you just put her there for the sake of increasing the difficulty?)

Another thing which added to the difficulty of that fight was the near-identical colour scheme of solid/foreground/background object. Not necessarily a bad thing as it did make things more challenging.

Overall, the level design was quite nice, it felt true to that of the original game.
 
Nov 18, 2011 at 2:30 PM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

Progress update on my end: On the one hand, things are now going along nicely. On the other hand, I had forgotten how slowly I mod :koron: Lucky thing I get an extra day due to timezones.
 
Nov 19, 2011 at 1:51 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

Finished (I think)!
Be warned, it is pretty short (I mostly spent time trying to fix and improve upon my TSC), but overall I'd say it is pretty fun.

Direct Linkzorz

Please tell me if there is anything wrong with it. Is it too hard, does it need more saves, does it not include something I forgot, etc.?
 
Nov 19, 2011 at 10:17 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

Splonk
I like how in the first room you show the player what's coming, and in the second how you can use the chains to judge where the safe block will be. However, as a whole it's too short and lacking in finesse. The first room is basically just a single straight drop to the Booster 0.8 at the moment; it should have probably three jumps of increasing difficulty. The spike tunnels at the end of the second room are an improvement, but there still aren't many places that require careful thought/maneuvering and it's still a bit short. Also that hidden passage and third save point are pretty pointless at the moment.

Don't take this as meaning that you have to turn it into XTREME pixel-perfect dodging, just make the challenge and quality a bit more consistent.
OPdated
 
Nov 19, 2011 at 3:31 PM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

So you want me to make it a bit harder, remove the passage, and add some more stuffs to the second room? I guess I can do that over the course of the next week if ya want.

Oh, but it says 'finished' on the OP. Does that mean you don't want me to change anything?
 
Nov 19, 2011 at 3:56 PM
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Yeah um, your mod is REALLY easy. I finished it in three minutes, and never died. The first room is a joke, you can stay in one spot and fall and you're safe. I suggest taking away the "Sn" tiles that appear, you don't need them. For the second room you don't even need the booster most of the time. If you're going to use doors make sure you use them right (if there's no door don't use a <SOU0011, and if there is one then make it disappear). Transition to the second room makes text sounds, you need to fix your code.
Other than that, I like your use of TSC.
 
Nov 19, 2011 at 4:18 PM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

Tpcool said:
and add some more stuffs to the second room?
A little more to the second and a lot more to the first; I meant to say "three drops", i.e. first map is broken up into three different drops, each of which show you the fall first and is slightly harder than the previous one.

Tpcool said:
Oh, but it says 'finished' on the OP. Does that mean you don't want me to change anything?
"Completed" = technically finished but still needs some work done, while "Finalised" = 100% ready for inclusion. Will edit to make that clearer. I think I'll do most of said finalising by myself for simplicity's sake (it won't take a lot, or if it would the modder in question would have to make some more improvements in order for it to be deemed acceptable).

In the meantime, y'all can have this. I've screwed around too long not to at least post something. This gives a (very) basic idea of what the 'starting room' I have in mind will look like; essentially,

Hidden text highlight (or click) to view:

Jack will be there to give a brief explanation and it will contain all the necessary doors to the various play modes (this will all the there in the beta). The only 'story' I have come up with so far is that things have gone a little weird and so the player has to get to the end for some pre-contrived reason in order to set things straight. After playing through once, speedrun mode and various other things will be unlocked.

If we are going to include money, we're going to have to come up with something to actually do with it pretty quickly (in the disco thread pl0x), otherwise there's not much point.

As for the first room, I hope it's not too tough; I can beat it about every other try, but then I know where everything is and how it all works. And yeah, that's all I have done so far :sue: Shows how good a leader I am, when I can't even get my area completed by the (original) deadline. This should at least let me receive some feedback before I go charging ahead on my own any further. (Any ambiguous dialogue will be explained in the finished product; also be sure to watch the opening scene when the game starts up :droll:)
 
Nov 20, 2011 at 7:08 PM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

I'll post this as a really, REALLY early beta of the glitchy area. Didn't come up with a good name yet.

http://ge.tt/9ezkfBA/v/0

Don't worry if you don't understand sh*t, there will be a tutorial to show you how to use glitches. I just have to make it.
 
Nov 20, 2011 at 10:19 PM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

when tomorrow is the deadline.
 
Nov 20, 2011 at 10:21 PM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

I thought it was moved back a week?? I haven't made any progress since my earlier progress report post... :awesomeface:
 
Nov 21, 2011 at 3:28 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

Tomorrow is the beta deadline, after that you have another week currently, like it says in the OP and indicates in the thread title
 
Nov 21, 2011 at 6:10 AM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

Oh wait, fcuk, I forgot to add a blank map for the tutorial (and another one for the hardcore part)...
I'll reupload the mod asap.
 
Nov 21, 2011 at 4:03 PM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

DoubleThink said:
Tomorrow is the beta deadline, after that you have another week currently, like it says in the OP and indicates in the thread title

Soo... what exactly does "beta deadline" mean? Does it require me to submit anything?
 
Nov 21, 2011 at 5:54 PM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

Wedge of Cheese said:
Soo... what exactly does "beta deadline" mean? Does it require me to submit anything?
I'm pretty sure it means that it should have a demo.

Hiiiino:
I find it very unclear for what you have to do. Please put in something that points me in the right direction.
I also noticed that you changed alot of the blank tiles to stuff. Make sure it doesn't inerfeare with anyone else's mod.
Also, I can't get past the part where you have to ride the beetles. It's very hard and unfair.

Also, if it is okay, I would like to use one extra room and use Acsess.
 
Nov 21, 2011 at 10:24 PM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

Here it is. I just added a blank map at the beginning. Dunno if it was necessary but just in case.
http://ge.tt/93ZpnEA/v/0
 
Nov 21, 2011 at 11:01 PM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

how do I get out of the invisible trap thingy
 
Nov 21, 2011 at 11:24 PM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

CommanderJersey >
As I said there will be a tutorial at the beginning that explains you how glitches work. Also there are big arrows made with background tiles. But I'll try to add more directions.
It's true that the invisible tiles may interfere with others' work but I hope it won't be the case. Anyway I can still remove them.
Hm, I didn't find the beetles part so difficult, also I made Fab and some of my friends try the mod and they all managed to make it easily. Maybe it's just you?

Lace >
For the first one, just use the teleport device. For the second one, try to use it. Then wait.
I thought it would be obvious that you have to use the teleport device (especially since you have a save point just before, you don't risk anything), but I might change it.
 
Nov 21, 2011 at 11:31 PM
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Re: Community Project Dev Thread [DEADLINE HAS MOVED]

Yeah, I just got past the beetle part, I don't think I realize how bad I am.
 
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