Mail Story

Nov 24, 2012 at 11:09 AM
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http://www.cavestory.org/forums/threads/mail-story-rdx.5827/


Original post:
Mail Story is a mod i'm making, thiese are the demos of it.
Plot:You are a mailman, and when you're delivering mail, someone steals your mail-bag! So you have to get it back!
Locations:
Happy Hills(I think i should rename it to "Rolling Hills")
Internet Café
Santas Restaurant/Apartment
Sues Apartment
Security Checkpoint
Route 1
Chako's House(new)
Natsumi Town Gate
Natsumi Town
Natsumi Town Storehouse
Natsumi Hut #1
Mimiga Tunnel
 
Last edited:
Nov 24, 2012 at 11:52 AM
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XD nice mod but the mapping of the spikes are turned.Where did you get those blocks for the map? :awesomeface: :awesomeface: :awesomeface:
 
Nov 24, 2012 at 12:05 PM
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Thanks, also i know about the spikes, by the next demo they'll be deathtraps.
EDIT:I almost forgot, i changed the tilesets by myself.
 
Nov 24, 2012 at 12:31 PM
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-The starting event is still Kazuma's dialogue, you either have to set it on the correct map or remove the initial event call to it
-Please line up your text properly
-The spike entity (not spike tile) direction is set by changing the |event number| of the entity between 0 (default), 1, 2 and 3 (rotating clockwise)
-Tilesets could use a little shading
-It would be more realistic to learn how h/v triggers work than blocking the passage off until the player has talked to the cat

I suggest studying your TSCs a bit more before continuing, the mod's a bit messy to comment much more than that yet
 
Nov 24, 2012 at 12:33 PM
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-I know i didnt bother to change it yet
-Why?
-Thanks!
-Ok.
-I couldnt figure out how to use h/v triggers, let alone flags.
 
Nov 24, 2012 at 1:18 PM
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Some of the words dont fit in the text box correctly,Kings text the most.Also what is he gonna change it too?Unless he makes his own NPC
to match his story? Ex:AnotherMailman,OneOfThoseCats,Or Maybe Cut Out That Part.
 
Nov 25, 2012 at 6:10 AM
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I'm working on the next level, and a mission.
 
Nov 25, 2012 at 8:38 AM
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You need to understand flags.
Also, text is text and should look nice.
 
Nov 25, 2012 at 11:48 AM
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I think the new demo will be released later today, i've got new areas done.
 
Nov 25, 2012 at 11:52 AM
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I see you're following the agile development path.
 
Nov 25, 2012 at 12:11 PM
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I'm not THAT fast. I think i started on the 2nd town at 12 am or so last night, and i only have the 1st half of the town done, 1 of the 4 houses, a storehouse that took like 10 minutes, and a gate.
 
Nov 25, 2012 at 4:10 PM
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Agile development includes pushing the product (source code -> compiled) every 24 to 48 hours or faster.
You seem to be pretty fast.
 
Nov 25, 2012 at 4:20 PM
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"pushing the product (source code -> compiled) every 24 to 48 hours or faster."
I do not understand that part.
 
Nov 25, 2012 at 4:40 PM
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What are you talking about? That's obvious.
You posted this mod yesterday. Now you are releasing again.
That is faster than 48 hours.
You are pushing your product out to your audience again.
What is there to not understand?
 
Nov 25, 2012 at 9:51 PM
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I think the source code -> compiled was a bit confusing, since only programmers would recognize it. Also the wording of "pushing the product". I mean just say "releasing a demo after the first two days".
And jesus give him a break, you don't have to be pissy at everyone who walks in the metaphorical door to the forums
 
Nov 25, 2012 at 10:06 PM
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Route One? Will I be ambushed by a Pidgey?
 
Nov 28, 2012 at 5:45 AM
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Nov 28, 2012 at 7:26 AM
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Yah that sprites pretty good, but I think your supposed to ask that kinda thing in the development and ideas (not real sure). Anyway remember to take your time and make sure it's at least a slightly finished product before showing it to everybody, it shows a real willingness to follow through.I cant even count the number of barely playable mods, not to mention unfinished ones in general. I'd probably make some comments about the actual mod here, however I have yet to play it. I will try it soon though. Oh and I'm not trying to be a jerk, I'm just trying to share my experience with this kind of thing, I dont mean to insult or annoy you.
 
Nov 28, 2012 at 4:38 PM
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Yah that sprites pretty good, but I think your supposed to ask that kinda thing in the development and ideas (not real sure). Anyway remember to take your time and make sure it's at least a slightly finished product before showing it to everybody, it shows a real willingness to follow through.I cant even count the number of barely playable mods, not to mention unfinished ones in general. I'd probably make some comments about the actual mod here, however I have yet to play it. I will try it soon though. Oh and I'm not trying to be a jerk, I'm just trying to share my experience with this kind of thing, I dont mean to insult or annoy you.
Ok, also news:The MyChar bmp is now 24-bit(Full Color) and i added a new background for the skys, that kinda looks like old clip art. (I like the style that some old clip art uses)

ANOTHER UPDATE: when i was making the new MyChar, i also made this as a joke, using a sprite on the cavestory.org characters page.(If this counts against the no wiiware sprites rule im sorry, it WAS on the tribute site you know.)
diph.php
I wish i could actually put this in the mod, Sucks that NiCALIS hates 2X res hacks for the freeware cave story...
 
Nov 29, 2012 at 4:46 AM
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No but i did get the name from pokemon =P

Guys can you tell me if this is a good sprite? its for a construction mimiga


I'm sorry, but I'm legally obligated to not help you with your sprite until you post it in my art help thread.

Also the colors seem a bit bright, you could tone them down a bit.
 
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