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(Okay, three time's the charm. Try the download link again).
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Credits:
Nintendo- Some ORGS are from Nintendo titles, including "Green Greens" from Kirby's Dream Land, "Comet Observatory" from Super Mario Galaxy, and the main title theme from Pokemon: Red and Blue Editions.
Pixel Studios- For Cave Story over course.
Noxid- <IMG hack.
Minecraft- Art for the Journal and Poster icons. (forgot to add this before I uploaded)
NOTE: The in-game credits have a shortened and abbreviated "Special Thanks" section. The full and proper crediting for the game is in the "Instructions" text file.
Additionally, so as to avoid any misconceptions, I clearly and concisely explain to the teacher how modding works, and she accepted that the majority of the game was not physically built from scratch on my own. She also understands that it still required a great deal of effort to code the TSC and create art/sprites for the mod, and that the modification itself can be considered my own.
Okay okay, I'm going to point out all of my little nitpicks that I have with this mod.
Negatives:
I dislike the very low amount of custom content, Original content makes a mod exponentially better.
Fetch quest story... mmmmm no.
You're milking your edited soundtrack a little too much now, try easing away from it.
Alot of the maps are unedited.
The turtle looks like a brick wall.
Curly doesn't capture the correct attitude, make her a little more passive-aggresive.
Positives:
Green greens
Easy
Nerfed monsters?
Level 3 polar star before finishing first quest.
But in all seriousness, you should stop working on minor projects and really shift gears to Heaven and Hell, I liked that mod for its intensive story and atmosphere. But I noticed how those 2 factors are in about none of your other mods. I hope to see some cool stuff come out of it.
Okay okay, I'm going to point out all of my little nitpicks that I have with this mod.
Negatives:
I dislike the very low amount of custom content, Original content makes a mod exponentially better.
Fetch quest story... mmmmm no.
You're milking your edited soundtrack a little too much now, try easing away from it.
Alot of the maps are unedited.
The turtle looks like a brick wall.
Curly doesn't capture the correct attitude, make her a little more passive-aggresive.
Positives:
Green greens
Easy
Nerfed monsters?
Level 3 polar star before finishing first quest.
But in all seriousness, you should stop working on minor projects and really shift gears to Heaven and Hell, I liked that mod for its intensive story and atmosphere. But I noticed how those 2 factors are in about none of your other mods. I hope to see some cool stuff come out of it.
This was a short thing for class, it was meant to get the job done.
Also, I think you may have missed the memo about H&H... about everyone but you seemed to greatly dislike it and kept trashing it, so that's what I did with it. Trashed it. Also I felt extremely guilty for an incident involving a misunderstanding over maps and sprites that are used from another mod. I will be creating a sort of conglomeration-mod soon that includes a group of mini-mods I've been working on, as well as never-before-seen highlights of Heaven and Hell.
Wow that Safety edit is...interesting. Why did you feel the need to change it up like that?
I do like the journal's interface, albeit its sprite kind of looks like an ice cream sandwich. Not saying to change it, it just kinda looks like that. I think it's cute
Yeah I don't appreciate the fact that the journal does not freeze the actual game while reading it. Especially since the instructions to view it feel counterintuitive.
What is the point of this gunfish that is completely submerged in water? Its attack is barely a threat, because the arc of the bubbles is blocked by the platform when facing left and doesn't even come out of water facing the right.
The custom music is nice I guess. I'm not too familiar with Nintendo games so I don't know how accurate they keep to the originals.
The Balcony background makes Stompy look really bright. I would've thought you'd use more of a Grasstown-type background, because the bright colours of the background are strange.
Right now I'm trying to find that Christmas fern...mm I see a hill that is not reachable by jumping; it's the only one I haven't checked out yet. My guess is that you need to get a damage boost from a Stompy to get up there...not sure if that's a great idea to require that to make progress.
Wow that Safety edit is...interesting. Why did you feel the need to change it up like that?
I do like the journal's interface, albeit its sprite kind of looks like an ice cream sandwich. Not saying to change it, it just kinda looks like that. I think it's cute
Yeah I don't appreciate the fact that the journal does not freeze the actual game while reading it. Especially since the instructions to view it feel counterintuitive.
What is the point of this gunfish that is completely submerged in water? Its attack is barely a threat, because the arc of the bubbles is blocked by the platform when facing left and doesn't even come out of water facing the right.
The custom music is nice I guess. I'm not too familiar with Nintendo games so I don't know how accurate they keep to the originals.
The Balcony background makes Stompy look really bright. I would've thought you'd use more of a Grasstown-type background, because the bright colours of the background are strange.
Right now I'm trying to find that Christmas fern...mm I see a hill that is not reachable by jumping; it's the only one I haven't checked out yet. My guess is that you need to get a damage boost from a Stompy to get up there...not sure if that's a great idea to require that to make progress.
The whole game was essentially criticized everything from the mapmaking (what I did myself) to the music (which I still can't find anything wrong with) to the plot and more. If there was so much wrong with it, then it was a mistake to work on in the first place.
To be honest, I'm not very good at creating "in between" gameplay, as I call it. I can really make a boss fight, cutscene, or confrontation shine, but other than that I'm subpar at making half-decent area gameplay/mapping. The defining moments of Heaven and Hell will be put in with my next small project, a collection of mini-mods and highlights from cancelled mods (plus some challenges) that will be called "Storybook".
Okay no, no. This is absolute bullshit. There were a lot of flaws in your mod, but now you know to look out for those, right? If you haven't had made HH you wouldn't have figured that out. You NEED to make tons of mistakes before you can do something right. The entirety of JNR is a complete joke, and I don't ever regret making it, because it's been so important to my improvement as a modder and game designer.
You don't need to work on HH to get better if you don't want to keep working on it, but it is just absolutely so wrong to say that you shouldn't have made it.
Okay, thank you. I was pretty close to reaching that ledge by boosting off the enemies. Maybe I'll try tossing myself off the map later.
More thoughts:
Yeah I really don't understand the Safety edit. The uneven notes aren't working for me here. It seems even more puzzling, since the other original Cave Story tracks in here like Pulse seem to be unchanged.
The Sasquatch? LOL that's cute. And I nearly lost it when the black bear was mentioned. So hilarious.
I feel like the journal's instructions don't need the scrolling text script but rather the one used for viewing signs etc. Makes it a lot less of a pain to examine in future uses.Speaking of the journal, its instructions seem...complex? I think it would have been better to treat it like the Map System in the original Cave Story, since it only displays the latest pages of an item you need to find. Then have the Z or W key simply close the journal. It's even more confusing, because the cursor defaults to selecting the weapon key, so I'm required to move it to the journal every time to close it.
[*]The inventory's description for the journal is better read as "A field journal given to you..." rather than "A field journal given to me...". It's inconsistent with some of the other items in the inventory, like the butterfly in the jar etc.
[*]I do like the bog turtle sprite. I don't like how it blends in with the dark background though. Strangely enough, it was easier to find than the fern.
[*]Okay I also like the little pignons in the First Cave edit. That looked like a good choice.
[*]PFFFFTT THE BEAR IT LOOKS LIKE A STUFFED SQUIRREL. OH MY GOSH LOL
[*]
Did the bear just turn into Igor?
[*]Curly Brace got a concussion from getting hit by a branch? Dream Land? What is this? A maple leaf? Hm.
[*]Also, why would there be a spike trap in the Grasstown lab?
[*]
It's acquainted, not aquainted.
[*]
You want to tag them and capture them and breed them and it's sickening.
Yeah and she also kills them woohoo.
[*]A Critter that morphs into Balfrog?
[*]
Its, not it's.
[*]I guess Momorin is now a Professor, too? :/
[*]
You know. Reduce the space between the I and apostrophe.
Overall, it's an all right, complete mod. For one that has to be painfully environmental, I guess it's okay. I was hoping it would have more custom music. I also liked learning about the different plants and animals.
And yes, the mod is basically a series of fetch quests, though I personally don't mind the overall concept of fetch quests too much. The first set of fetch quests in Mimiga Village with split paths was a nice way to keep the paths short and not too hard to navigate. The second set in Grasstown was painful in its backtracking. I think it was more to do with the fact that the Grasstown map was essentially used here, and nothing much had changed while traversing the path. It was just to be expected based on what had happened in the original Cave Story.
I can't exactly commend you on the map designs, since they all appeared to be slight edits of original Cave Story maps. I did like the nerfed Polar Star, mainly because it made fighting bosses a lot quicker. And the mod was funny because Cave Story graphics and Nintendo music just don't fit with the overall tone the mod was going for.
Okay, thank you. I was pretty close to reaching that ledge by boosting off the enemies. Maybe I'll try tossing myself off the map later.
More thoughts:
Yeah I really don't understand the Safety edit. The uneven notes aren't working for me here. It seems even more puzzling, since the other original Cave Story tracks in here like Pulse seem to be unchanged.
The Sasquatch? LOL that's cute. And I nearly lost it when the black bear was mentioned. So hilarious.
I feel like the journal's instructions don't need the scrolling text script but rather the one used for viewing signs etc. Makes it a lot less of a pain to examine in future uses.
Speaking of the journal, its instructions seem...complex? I think it would have been better to treat it like the Map System in the original Cave Story, since it only displays the latest pages of an item you need to find. Then have the Z or W key simply close the journal. It's even more confusing, because the cursor defaults to selecting the weapon key, so I'm required to move it to the journal every time to close it.
[*]The inventory's description for the journal is better read as "A field journal given to you..." rather than "A field journal given to me...". It's inconsistent with some of the other items in the inventory, like the butterfly in the jar etc.
[*]I do like the bog turtle sprite. I don't like how it blends in with the dark background though. Strangely enough, it was easier to find than the fern.
[*]Okay I also like the little pignons in the First Cave edit. That looked like a good choice.
[*]PFFFFTT THE BEAR IT LOOKS LIKE A STUFFED SQUIRREL. OH MY GOSH LOL
[*]
Did the bear just turn into Igor?
[*]Curly Brace got a concussion from getting hit by a branch? Dream Land? What is this? A maple leaf? Hm.
[*]Also, why would there be a spike trap in the Grasstown lab?
[*]
It's acquainted, not aquainted.
[*]
Yeah and she also kills them woohoo.
[*]A Critter that morphs into Balfrog?
[*]
Its, not it's.
[*]I guess Momorin is now a Professor, too? :/
[*]
You know. Reduce the space between the I and apostrophe.
Overall, it's an all right, complete mod. For one that has to be painfully environmental, I guess it's okay. I was hoping it would have more custom music. I also liked learning about the different plants and animals.
And yes, the mod is basically a series of fetch quests, though I personally don't mind the overall concept of fetch quests too much. The first set of fetch quests in Mimiga Village with split paths was a nice way to keep the paths short and not too hard to navigate. The second set in Grasstown was painful in its backtracking. I think it was more to do with the fact that the Grasstown map was essentially used here, and nothing much had changed while traversing the path. It was just to be expected based on what had happened in the original Cave Story.
I can't exactly commend you on the map designs, since they all appeared to be slight edits of original Cave Story maps. I did like the nerfed Polar Star, mainly because it made fighting bosses a lot quicker. And the mod was funny because Cave Story graphics and Nintendo music just don't fit with the overall tone the mod was going for.