• 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

How to expand the story line of Cave Story?

Dec 22, 2008 at 3:01 PM
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As a tribute for this little wonder gem,

I decided to embark a little project to push this game a little bit further,
by adding additional storylines to it, as some sort of expansion; free of course

Some questions, Is it currently possible to do such editing as below?

1> Adding new Weaponary
2> Adding new cutscene and dialogue
3> Adding new effects

What are the tools currently available to edit the current 2D platformer (Cave Story) content?

Please do kindly advise. Thank You.

IMPT: I am not intending to hack the existing content, just adding new ones!

ADDED:
4> Will it be possible if the new weapons use current ingame attack/animation/effects used by the enemy? For example, the fish missiles fired by morphed Misery and Monster X.

5> Is it possible to link the game to additional content at the end of endings after the cast of lineup chars with "Thank You Very Much", by providing some more scripted scenes that jumps back to the main menu. The current "Stuck at Ending-and-Requires Reset" endings is an area I can look into.

Time to learn stuffs!
 
Dec 22, 2008 at 5:48 PM
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Dec 22, 2008 at 5:49 PM
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yes, yes, and yes.
Sues workshop, any assembly or hex editor, cave editor, wedges NPC editor, and any paint program.
 
Dec 22, 2008 at 5:58 PM
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1. Only if it behaves like an existing weapon. You can replace the visual effects with whatever you want, alter the damage values, give anything an ammo limit or remove/alter an existing one, alter experience values including such that it'll never level up or level up as soon as you obtain it, and I think I've seen a mod or two which mixed and matched different weapons for different levels. But you can't invent one out of thin air, at least not without hacking the source code (though there has been at least one mod that did that).
2. Yes. Yes you can. That and redesigned levels is the main thing that CAN be done.
3. In what sense? New visual effects during cutscenes? I think so.

Honestly, though, this is just what I picked up and I may be wrong.
 
Dec 22, 2008 at 5:59 PM
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I was assuming "no assembly" when I answered the question.
 
Dec 22, 2008 at 6:34 PM
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as I said, yes, yes, and yes. :rolleyes:
You can do anything with assembly (if you're willing to work for it)
 
Dec 22, 2008 at 9:17 PM
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Judging by the quality of his English and his inability to use the search function, he isn't really willing to work for it at all, assembly or no assembly.
 
Dec 22, 2008 at 10:27 PM
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Lace said:
You can do anything with assembly (if you're willing to work for it)
Well, yeah, but if that's what you want you should be writing your own game in C++ or Java. Or even BASIC.
 
Dec 22, 2008 at 11:31 PM
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No, not really, learning a low level language is a good idea, and it is more of a challenge, an more fun to use assembly.
 
Dec 23, 2008 at 2:38 AM
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I cant download Sues workshop v0.3C, am I missing anything with Cave Editor?

I know nuts abt assembly language, but I got colleagues who are good.

Some more question to kindly refer to first post for I added some new questions or refined it.
 
Dec 23, 2008 at 2:56 AM
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4.) You could use H/V triggers to add additional projectiles to a situation, but I'm not totally sure about changing the projectiles of existing enemies.
 
Dec 23, 2008 at 3:20 AM
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Dec 23, 2008 at 4:06 AM
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Lace said:
No, not really, learning a low level language is a good idea, and it is more of a challenge, an more fun to use assembly.
But less intuitive, and thus harder to use. If you've never programmed before, it's not a good place to start.
 
Dec 23, 2008 at 1:52 PM
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This is most useful! Thanks for all the help!

I will see what can be done with what I have! =-D
 
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