• 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

[MA Winner] <(Schism)> - Demo 1.0

Oct 1, 2009 at 12:56 AM
Been here way too long...
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em, no?
xase has released what, two demos?
this projects been going on for a really long time.
he probably won't be releasing any half-baked demos.
 
Oct 1, 2009 at 5:22 AM
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For the record, I'm not likely to release any public intermediate versions for a while. I may go through a (probably private) beta phase when the mod starts drawing closer to completion, but that may not be for a while...

My reasons why: In the past, I've been in the habit of releasing projects little bits at a time, in lots and lots of public alpha/beta releases. However, this often makes the target community get a bit "tired" of such a project after a little while... after the seventh update, do the people who've already played the last six versions really want to run through it again just to see a couple of new features?

Or I could just say I'm tryin' to avoid spoilers. They are bad. :p
 
Oct 1, 2009 at 5:28 AM
Zzzzzzzzzzzzzttttt!!!!!
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Yay! Your back!

That's a fine reason, Xaser, I, for one, am very happy at your return.

Though, you might wanna release some screenies, just to let us know it hasn't died.:p

Teh forums, they LIVE!!!!

suck it, Euphann

Edit: lol, I did not see any of the previous posts. Still, I am very happy at your return, Xaser.
 
Oct 1, 2009 at 12:27 PM
Luls
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I... I see the light!!

WB Xaser! :p

now mod plz or die

(jk)
 
Oct 1, 2009 at 11:27 PM
Assistance
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It's great to see you back for a little while, Xaser! Hopefully you might do something new on schism before you leave for a few more months again, lol.
 
Oct 2, 2009 at 6:53 AM
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All right Xaser! You're back! I've been hoping for a completed for a lot shorter of a time than it seems. I know you're not done or for what it looks like, anywhere /near/ done, but is there any chance you could give your hopefull followers who look up to and adore you a time estimate on when the game will be complete? That way everyone will know for sure when the world will end.
I believe I can help you with your MOD in an extremely important manner:
Moral Support! Yeah, you rock, man!
--------
Wait... so you released 2 versions? I never got the second one. Could someone live me the link to it so I don't have to hunt through this entire forum to get it? Plz/Thx
(I was thinking of your character Xaser when I made this sig.)
 
Oct 5, 2009 at 9:05 PM
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Xaser said:
The scene on re-entering the Detention center is a bit odd if you pick the other door, but I decided just to leave it that way so I wouldn't have to split up the scene into two bits. Though I may change it anyway.

Or you could just lock the door permanently after that. "Blast those Gaudi-turned-humans! It's sealed shut from this end."

Xaser said:
I have the asterisks for emphasis, but somehow does this prevent the word "does" from actually showing up in-game?
I did not see "does"; the text went over directly to "explain."

Xaser said:
Changed the second bit, though... but I think you mean Morgan. Kate's the strange violet one.
That's right, Morgan.

By the way, I completely forgot about the elephants' ability to charge; that was really neat. They're far too weak in Cave Story to showcase that.
 
Oct 6, 2009 at 2:07 AM
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I liked the idea of asterisks for emphasis, but I kind of like slashes better. It gets your eyes to follow the slant of the lines as if it's actually in italics instead of plain text. I don't know if they'll work or not, though.

EG
That's giving him /way/ too much credit.
 
Oct 6, 2009 at 2:10 AM
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euch, I disagree with that statement.
asterisks, at least for me, convey the point *much* better.
 
Oct 6, 2009 at 5:59 PM
graters gonna grate
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Yeah, asterisks are better.

On a loosely related side note, it would be cool if someone did a hack that allowed bold and/or italic text and then that would be the obvious solution to this.
 
Oct 6, 2009 at 11:21 PM
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I tried, once, a time,
really quite far long ago.
I tried, I failed. D=

is "D=" a syllable? anyway, haikus ftw.
I might try again sometime, it really would be useful.
 
Oct 8, 2009 at 8:21 PM
graters gonna grate
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Lace asked the question
"Is sad face a syllable?"
No Lace, you fail.
 
Oct 8, 2009 at 11:18 PM
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you only had four of
syllables on that last line.
all mighty wedge of cheese.

This is off topic
so I, with gusto, shall say
"SCHISM ROCKS"; lace yay!
 
Oct 9, 2009 at 1:39 PM
graters gonna grate
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"fail" is two syllables (FAY-YULL)
"all mighty wedge of cheese" is six syllables.

p19275-0-haikuproof.png
 
Oct 10, 2009 at 10:02 PM
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Or a passage could be worded in such a way that emphasis on a desired word falls naturally, though that's not always easy to achieve.
 
Oct 30, 2009 at 8:10 PM
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Re: - Demo 1.0

I just played this through, and I enjoyed it!

I can't find anything else to comment except nice remade sprites, even though that was probably the reason I kept getting hurt a lot in the simplest places... I could barely see if the platform below me was just decoration or real!

Anyways, I hope a full version of this will be taken to light someday. Keep up the good work.
 
Oct 31, 2009 at 1:20 AM
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Re: - Demo 1.0

The sprites are the most impressive part of the whole game. Well... the storyline makes a close second. When you make a "world" of a game, you have to make it believable, like you're actually in it. Xaxer does this flawlessly and adds in the most wonderful humor I could ever hope to get from a game. Schizm is, without a doubt, the greatest Cave Story MOD ever made, even if it isn't complete. I might even go so far as to say that in many ways it is better than the original!
To completely redo a tileset takes a lot of work. You have to pixelate the tiles so that they fit flawlessly together, like a jigsaw puzzle. If you have one pixel out of place, it looks weird. Some of the background is difficult to distinguish from the foreground, but it's still an incredible feat.
 
Nov 6, 2009 at 6:15 AM
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Re: - Demo 1.0

I have one little ...error to name. I dont know if it's graphical or otherwise, but in New Fork City (wow, so original :)) on the slanted hill, leading up to the mansion where kate and ian live, right near the section where the blob enemies fall down, there seems to be a little...block where they disappear from view, turning invisible when in a certain section. This could be a buggy foreground, or otherwise. I don't get anything about sprite, hex, or other coding, but that's just a little nuisance I'd like to address.

Besides that little bug, (that got me like 15 times, btw) this game is AMAZING.
I can not WAIT until the next demo, and agree with others that this is one of the, or the, BEST Cave story mod EVER!!!! Music is amazing, storyline, world, sprites, everything is just so perfect! I can't wait to see more progress on this. Definitly a favorite of mine.
 
Nov 12, 2009 at 12:55 AM
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Re: - Demo 1.0

Any news on development or newer releases? I haven't heard anything in a while.
 
Nov 12, 2009 at 3:01 AM
Been here way too long...
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Re: - Demo 1.0

Still working on it, I am. Slow, progress is, but dead, it is not.
and he was last online 2 days ago.
don't see why your so impatient, though, this mod was started before I joined.
 
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