Mar 22, 2023 at 5:34 AM
Junior Member
"Wow! The more I drink of this magical beverage, the more games I can play! Wheee!"
Join Date: Jun 18, 2021
Location: Earth, Mars, or somewhere in between...
Posts: 25
Pronouns: Pronouns: Pronouns: Pronouns: Pronouns: Pronouns:
I'm not one for alliteration, but I couldn't resist that title.
Anyway, I'm dedicating this thread to mods that I've made that I want to share, but I feel are too small to get their own individual threads.
All of them are hosted on Doukutsu Club, but the search engines don't seem to like that website.
Many of these mods come from my participation in the CSMC discord's bi-monthly modfest gamejams, and vary in quality and length. Many of them could easily become full-sized mods if I had the time or desire to do so (one can dream, though).
Introduction aside, here are the mods in creation order:
Get it here
My third (I think) mod ever, and my first gamejam mod.
This was a messily implemented version of Jetpack Joyride over top of the existing Cave Story.
There is support for adding more characters, but I didn't have the time to do that.
Get it here
This mod uses (and abuses) SDL's bitmap scaling and rotation features, doing both to the game's playing area.
Additionally, a hint of randomness was added to the ORG engine to make the music sound dirty.
It is not recommended to play this mod if you have motion sickness, or if you hate stumpy.
Get it here
This one is probably most deserving of its own individual thread of all the mods I have (aside from the CSPB, which, although I do not show it, I am still very much developing, mind you).
Of all the mini-mods here, Does Not Commute is the most likely to be completed by me some time in the future.
This mod is based on the real Does Not Commute, a mobile game with cars released by Mediocre. It has a similar concept, just with CS characters instead of cars, which in my opinion, is much more fun.
This one was part of modfest 29 as well as a nerdio pre-showcase (didn't make it into the final cut, though. Probably because he lacked the skill).
Get it here
Cave Kart was quite an undertaking to finish inside a week. Much of that time was retrofitting cave story to support multi-axis sprite and window rotation (some of this code came from Quote Gets Drunk), but lots of it had to be special-developed just for this one.
As a result, the maps, character, and powerup selection is, um, skimpy, to say the least. If I had an iota of motivation, I would add these in and make this a truly great mod (why stop there? let's put Mode7 on that thing!), but, I only have half an iota of motivation, so that's not happening anytime soon.
Get it here
This is another big one that I may move to a dedicated thread if the circumstances change (maybe next Christmas...)
This mod changes a ton of things about the CS engine. For one, it operates on WASD+Mouse control instead of the classic ZX+Numpad scheme CS uses.
(here is a little spoiler: the WASD engine comes from my work on the CSPB mod, so yes, still working on that thing)
You take control of Santa in this mod, but instead of secret espionage into houses like the original Secret Santa game by Nicalis, you descend into the labyrinth guns-a-blazing, ready to kick those pesky Gaudi into next week.
The mod draws heavy inspiration from Soul Knight, Into the Gungeon, and Smash TV!
It has completely randomized level generation, a verity of weapons, but as of now, only one playable character (Santa), 2 enemies (both Gaudi), and 1 boss (I'll let you guess who that is).
Once again, like more than a few of these other mods, I could easily add more enemies, more bosses, more characters, more whateverelse to this mod now that the heavy lifting of creating the engine is finished, but will I? Probably not (maybe next Christmas...).
Get it here
Turns out I liked the WASD controller so much, I put it here as well. I also added a grapple hook.
Remember that old online game, IQ Ball? Well, imagine that but with more shooting, and you have this.
There's only three levels in here, but they're not easy. In fact, I don't quite know how hard they are. I know I couldn't beat them without using the cheatfile, but then again, I've never gotten the best ending in Cave Story without a helpful hand from good ol' invincibility hacking, so who knows...
What I DO know is that if it really is too hard for everyone, I have a way to cheat on this mod too, so you get to see all of its, um, interesting design choices.
(also, the download is kind of big... I went overboard with the music on this one. Normally, I go with ORG or tracker files because they can be edited, are small, and sound pretty good, but this Turrican music was just too much of a bop to leave out.)
Get it here
If it's a computer, it runs Doom.
Robots are computers.
'nuff said.
I used the most portable DOOM engine I could find. Being so, Quote won't be able to run all those DOOM mods that have been popping up all over the place as of late (I'm looking at you, myhouse.wad), but he CAN (and does, at least in the mod) run both classic DOOM and ChexQuest.
Also, due to modfest constraints, I wasn't able to put sound in there (though that shouldn't be super hard...)
I've actually had this one on the mod website for a bit, but forgot to put it here, but here it is now, so...
Get it here
Much like the title suggests, Balrog is the playable character here.
I tried to keep Balrog here as accurate behavior-wise as the original. You can shoot pellets, missiles, grab enemies, and fly through walls.
It's small, but still incredibly fun to zoom at high speed around the maps, destroying everything in your path.
Again, this seems like low-hanging fruit. A CS mod starring Cave Story's most recognizable character (I'd say even more recognizable than Quote himself).
Anyway, I'm dedicating this thread to mods that I've made that I want to share, but I feel are too small to get their own individual threads.
All of them are hosted on Doukutsu Club, but the search engines don't seem to like that website.
Many of these mods come from my participation in the CSMC discord's bi-monthly modfest gamejams, and vary in quality and length. Many of them could easily become full-sized mods if I had the time or desire to do so (one can dream, though).
Introduction aside, here are the mods in creation order:
Get it here
My third (I think) mod ever, and my first gamejam mod.
This was a messily implemented version of Jetpack Joyride over top of the existing Cave Story.
There is support for adding more characters, but I didn't have the time to do that.
Get it here
This mod uses (and abuses) SDL's bitmap scaling and rotation features, doing both to the game's playing area.
Additionally, a hint of randomness was added to the ORG engine to make the music sound dirty.
It is not recommended to play this mod if you have motion sickness, or if you hate stumpy.
Get it here
This one is probably most deserving of its own individual thread of all the mods I have (aside from the CSPB, which, although I do not show it, I am still very much developing, mind you).
Of all the mini-mods here, Does Not Commute is the most likely to be completed by me some time in the future.
This mod is based on the real Does Not Commute, a mobile game with cars released by Mediocre. It has a similar concept, just with CS characters instead of cars, which in my opinion, is much more fun.
This one was part of modfest 29 as well as a nerdio pre-showcase (didn't make it into the final cut, though. Probably because he lacked the skill).
Get it here
Cave Kart was quite an undertaking to finish inside a week. Much of that time was retrofitting cave story to support multi-axis sprite and window rotation (some of this code came from Quote Gets Drunk), but lots of it had to be special-developed just for this one.
As a result, the maps, character, and powerup selection is, um, skimpy, to say the least. If I had an iota of motivation, I would add these in and make this a truly great mod (why stop there? let's put Mode7 on that thing!), but, I only have half an iota of motivation, so that's not happening anytime soon.
Get it here
This is another big one that I may move to a dedicated thread if the circumstances change (maybe next Christmas...)
This mod changes a ton of things about the CS engine. For one, it operates on WASD+Mouse control instead of the classic ZX+Numpad scheme CS uses.
(here is a little spoiler: the WASD engine comes from my work on the CSPB mod, so yes, still working on that thing)
You take control of Santa in this mod, but instead of secret espionage into houses like the original Secret Santa game by Nicalis, you descend into the labyrinth guns-a-blazing, ready to kick those pesky Gaudi into next week.
The mod draws heavy inspiration from Soul Knight, Into the Gungeon, and Smash TV!
It has completely randomized level generation, a verity of weapons, but as of now, only one playable character (Santa), 2 enemies (both Gaudi), and 1 boss (I'll let you guess who that is).
Once again, like more than a few of these other mods, I could easily add more enemies, more bosses, more characters, more whateverelse to this mod now that the heavy lifting of creating the engine is finished, but will I? Probably not (maybe next Christmas...).
Get it here
Turns out I liked the WASD controller so much, I put it here as well. I also added a grapple hook.
Remember that old online game, IQ Ball? Well, imagine that but with more shooting, and you have this.
There's only three levels in here, but they're not easy. In fact, I don't quite know how hard they are. I know I couldn't beat them without using the cheatfile, but then again, I've never gotten the best ending in Cave Story without a helpful hand from good ol' invincibility hacking, so who knows...
What I DO know is that if it really is too hard for everyone, I have a way to cheat on this mod too, so you get to see all of its, um, interesting design choices.
(also, the download is kind of big... I went overboard with the music on this one. Normally, I go with ORG or tracker files because they can be edited, are small, and sound pretty good, but this Turrican music was just too much of a bop to leave out.)
Get it here
If it's a computer, it runs Doom.
Robots are computers.
'nuff said.
I used the most portable DOOM engine I could find. Being so, Quote won't be able to run all those DOOM mods that have been popping up all over the place as of late (I'm looking at you, myhouse.wad), but he CAN (and does, at least in the mod) run both classic DOOM and ChexQuest.
Also, due to modfest constraints, I wasn't able to put sound in there (though that shouldn't be super hard...)
I've actually had this one on the mod website for a bit, but forgot to put it here, but here it is now, so...
Get it here
Much like the title suggests, Balrog is the playable character here.
I tried to keep Balrog here as accurate behavior-wise as the original. You can shoot pellets, missiles, grab enemies, and fly through walls.
It's small, but still incredibly fun to zoom at high speed around the maps, destroying everything in your path.
Again, this seems like low-hanging fruit. A CS mod starring Cave Story's most recognizable character (I'd say even more recognizable than Quote himself).
I split this one off into its own thread, but I'll add it here too so that all these small "gamejam-type" mods are in one spot.
Here's the link.
Here's the link.
This is another mouse-centric mod, but based on d-rs this time around. You play as Kanpachi in a game intentionally similar to Getting Over It with Bennet Foddy (don't worry though, because unlike his game, you can save in mine.)
Get it here
Collision is a little (lot) bit buggy, but I mention that in the mod. That makes it OK, right?
Get it here
Collision is a little (lot) bit buggy, but I mention that in the mod. That makes it OK, right?
I decided to port an entire 3D backend to d-rs.
This works very closely to how CS-3D works, with NPCs and the player still using the OG collision code, but all the collision surfaces are hidden by 3D meshes. I plan on incorporating this functionality into my "mod-features" d-rs branch, so it can be used in a more general manner.
Get it here
The main character in this mod was a pain to animate. I think there are somewhere around 37 unique frames for this guy? (not counting different directions) -And I had to drop lots of planned functionality due to time as well.
At this point, can you even call this "Cave Story Mod?"
Also like my later mods, this one is made in d-rs, so it is completely open-source. The source code can be downloaded here.
This works very closely to how CS-3D works, with NPCs and the player still using the OG collision code, but all the collision surfaces are hidden by 3D meshes. I plan on incorporating this functionality into my "mod-features" d-rs branch, so it can be used in a more general manner.
Get it here
The main character in this mod was a pain to animate. I think there are somewhere around 37 unique frames for this guy? (not counting different directions) -And I had to drop lots of planned functionality due to time as well.
At this point, can you even call this "Cave Story Mod?"
Also like my later mods, this one is made in d-rs, so it is completely open-source. The source code can be downloaded here.
I stuffed the neuron map of the C. Elegans nematode into Cave Story.
Get it here
I mean, I could have put it anywhere, but I already had my instance of d-rs open, and well... here it is.
I explain what's going on a lot better in the source code listing, but TLDR, it's just kind of fun to watch that little square box jiggle around the screen like, well... ...a worm.
The source code can be downloaded here.
Get it here
I mean, I could have put it anywhere, but I already had my instance of d-rs open, and well... here it is.
I explain what's going on a lot better in the source code listing, but TLDR, it's just kind of fun to watch that little square box jiggle around the screen like, well... ...a worm.
The source code can be downloaded here.
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