Oh, wow. Plenty of responses...
@Dooey: Aah, thanks. Can't believe I missed that spot! ;P
DoubleThink said:
-New intro is cool, but I seem to remember you saying something about different music being used at the title screen.
-...I think it's the one now in the prologue ._. Great little piece of music it is too.
I probably meant the prologue music ("Dorian Grey") -- thanks! Good to see it fits... I was almost afraid it would be too "different" for the average ear.
The full version will have something different for the title screen, yes, but I figured the one I had fit for now.
DoubleThink said:
-Travis is wearing a labcoat but his facepic has a black collar o_O
Oops. I always miss those silly details. ;p
DoubleThink said:
-Heeeey, more new music in the first area... reminds me of the character naming screen in Earthbound
Oh, dear! I was wondering if anyone else would spot my inspiration source!
Best part is, I didn't even realize I had it in mind until the song was halfway done. I was all "hey, this sounds familiar..." ;P
DoubleThink said:
-In the Relay Station, when you examine the damaged robot, there's a delay before the script kicks in where you can move and jump, and you'll continue jumping even when it does. At a guess I'd say it's impossible to get through that area without the Micron Magnum, so I'm not gonna try anything fancy
Also is it just me or does that thing shoot $ signs? >_>
I didn't notice the robot delay until now. I think I just assigned the wrong script number. It's an easy fix but an annoying silly mistake. xD
Also, I don't think the magnum makes anyone richer, but... ah, it works. ;P
I was thinking of changing the magnum projectiles a bit, though. The ones you see are old and silly, really. ;P
DoubleThink said:
-I know where this music is from now too. Now I can't play though NFC without thinking about seal pinning D:
Guess that's what I get for using the song in the old version without even knowing where it was from. ;P
DoubleThink said:
-Also I never asked but where'd you get the fancy backgrounds from? Or did you make them yourself?
Aww, fudge. I got the city backgrounds from an RPGmaker artist -- a crazy talented one, but I forgot to link to his page in the credits. I did modify the heck out of them though (the "night city" I synthesized from the day one), but still not my work originally. ;P
I do take credit for the roads and Highway backgrounds though, and I cobbled together the Archives one from all sorts of weird resources. Wacky, they are. ;P
DoubleThink said:
-The slopes are fixed! Almost... enemies still walk behind them. This game really doesn't like being modded...
I think I've hit my limit with the slopes, unless somehow someone knows what controls which sprites are shown on top of other ones. *shrugs* -- I'm beat. ;P
DoubleThink said:
-More new music after that? I'm just going by ear here based on the orgs you've released.
-Do I smell... Mischievous Robot remix? OH HOLY SHIT YES. I can hear a bit of Dorian Grey in there too... and... BeheTrains?
DEAD-TRAINS
I mean, yeah... I guess they do look a bit more loco than I intended. xD
And yes, new music all around. It really does make a difference, seems. And I wasn't shooting for that song to sound quite that much like Robot, but it did anyway... fittingly. ;P
DoubleThink said:
-Computer documents... that's new
Although now that I think about it... the archives are surprisingly not-temporally-screwed-up. Hmm...
I think the documents were there before, actually... though who knows?
Also, the Archives are actually the most normal part of the game, now that you mention it. I guess the Forest in the full version isn't that wacky, but then you get to Schism City and it's all sorts of insane from there on out.
-Freeze screen: Now with reality-warping ripples.
DoubleThink said:
-Thank you for having visible projectiles this time...
I have no clue how those slipped by last time... xD
DoubleThink said:
-Heeey, you can't hide behind the background tiles! That's cheating!
Escher always cheats. It's his thing. ;P
DoubleThink said:
-The scene with the Jeep still doesn't quite work properly.
The 'escape' sequence still looks a bit silly... but that diagonal animation is the only one that sprite has. Not sure if I can somehow hack around it, unfortunately.
DoubleThink said:
Guess that's it then, no new content yet. You're obviously putting a lot of work into polishing this thing, and it's really paying off. I don't suppose you could tell me/us how much more you've got done/how big the final thing will be/how much % complete it is?
I've been working on the full version, never fear. I just decided to "patch up" the demo release since it was never finished in terms of non-map content.
I'm terrible with percentages so I can't say at the moment, but I'm over halfway done with the primary stage in the game, so that's a good sign. I'll post updates and such every once in a while, just for grins. ;P
DoubleThink said:
Also, there's something I wanna ask you, so I'll be sending a PM at some point.
Another day, another time period...
Fire away! I'm usually around. ;P
Brickman said:
Lots of new music and new sprites. No new gameplay. I was slightly disappointed, because I thought you had the former, but the polish you added is pretty good and it's a fun mod.
Well, 'tis still a "demo," but I haven't given up on the full one. I just hate giving spoilers... ;P
Brickman said:
The music is hit or miss. Some I like, some I don't. I really like "Dorian" aka that one from the intro cutscene, and the new archives music, and the New Fork City song (though it was already there). I really don't like the boss music for all but Escher. I did notice that you left one, and exactly one, song from the original cave story in there: "White", aka king's hidden song that you get by getting some ridiculous time in hell and isn't in the org viewer. But it's used in many other mods, so you can't hide it.
Guess it all boils down to taste. Oddly, I never liked "Gravity" or "Eyes of Flame" from the original CS, and everyone else seems to. I'm an odd cookie. ;P
Thanks though about Dorian. That's the one I was afraid of. xD
Also, I like "White" -- I know it's recognizable but if anything it's a neat Cavestory throwback. ;P
Unless I somehow get some insane inspiration to somehow write something like it, I won't be replacing it simply for the matter that I love that song. Coincidentally, I was also considering keeping "Labyrinth Fight" because it rules as well, but I managed to create a better one in a similar style. So who knows?
Brickman said:
I like most of the new enemy sprites. Especially the hobos. Actually, I like all of them except the mushrooms. Those look rather bland. And the APC guards, aka gaudis, seem too small; I'm used to seeing larger and more visible enemies than that filling the gaudis AI and it just doesn't click here. Also, is it me, or did you steal the critters from original sin?
Hmm... technically, the ACP guards *are* a heck of a lot taller than the other human characters, so... ;P
The full version will have many variants of them, which look a lot more sinister later on. Never fear! I hope.
The critter replacements are actually original, from-scratch by me (except the eye, perhaps -- I *might* have based it on the Press's eye). I didn't play Original Sin until later, actually, and I was quite surprised about their similarity. ;P
Brickman said:
Escher still hides behind the lasers occasionally. Annoying.
I like the behavior. Makes you concentrate on dodging a bit. Changing it would probably mess up a few things though, so I doubt I will.
Brickman said:
Interesting how you got the screen pulled back so everything's smaller...
...Also, I noticed that for some reason the goons only do two damage rather than the 6 I remember them doing. That's practically free mercy invincibility right there, and so are the lasers. I also have this feeling Kate used to have 15 health...
I think your mind's playing tricks on you. ;P
The screensize is just in the configuration settings -- it's windowed mode that's throwing you off.
Also, the goonies always did 2 damage (Escher's bullets do 6), and I consider their damage-invulnerability a bonus, actually. It's much better to take a hit from one than get shot. It's strategy. ;P
Kate's health is identical to Xaser's, so it all depends on the Life Capsules you find. Don't forget the easily-missed one in Epoch Manor.