the big list of "what can ruin your mod"

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Dec 18, 2007 at 11:14 PM
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- "Perfect" jumps. I *HATE* it when in order to proceed, one must hit the jump button on exactly the right pixel and hold it down for the exact right length at the exact right time or else die a horrible death. (Seriousface's mod did this a lot).

- Ridiculous "puzzles" with no clue on how to proceed (Seriousface again... sorry, the fireplace puzzle suckeded. No offense to your mod though; Lower Grasstown is *awesome* at leas. ;)

- So much monster overload that it's impossible to dodge (Garde's a little guilty on this one, though that section was fun anyhow. ;))
 
Dec 19, 2007 at 1:37 AM
Raynor Zeraph
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I find it useless to bring in examples of when the 'bad' trait was found in someone else's mod. It's rude and unnecessary. Say what you'll say, but don't slander someone else's mod when you say it.
 
Dec 19, 2007 at 4:22 AM
Luls
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Xaser said:
- "Perfect" jumps. I *HATE* it when in order to proceed, one must hit the jump button on exactly the right pixel and hold it down for the exact right length at the exact right time or else die a horrible death. (Seriousface's mod did this a lot).

- Ridiculous "puzzles" with no clue on how to proceed (Seriousface again... sorry, the fireplace puzzle suckeded. No offense to your mod though; Lower Grasstown is *awesome* at leas. ;)

- So much monster overload that it's impossible to dodge (Garde's a little guilty on this one, though that section was fun anyhow. ;))

Emm... It was kinda easy for me... o.o

I guess its your personal opinion.
 
Dec 19, 2007 at 6:08 AM
Respwnt
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Metalogz said:
Emm... It was kinda easy for me... o.o

I guess its your personal opinion.
Also, having a ton of non-flying critters lined up in a plain, non-uneven terrain when you can simply walk stright through them, under their hopz, lol (SP).
 
Dec 19, 2007 at 9:19 AM
Luls
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Roonil Wazlib said:
Also, having a ton of non-flying critters lined up in a plain, non-uneven terrain when you can simply walk stright through them, under their hopz, lol (SP).

Jcys810... your mod is like that in the Dull Cave... o.o
 
Dec 19, 2007 at 10:12 AM
Justin-chan
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SHUSH YOU. I know that. I'm gonna fix it, but I had some trouble with flags before. And I also need to know how to make a tile an event. So some tiles will be changed when I do some stuff.
 
Dec 19, 2007 at 12:44 PM
Hoxtilicious
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Roonil Wazlib said:
Also, having a ton of non-flying critters lined up in a plain, non-uneven terrain when you can simply walk stright through them, under their hopz, lol (SP).

Imo, that ruined your fun, not my mod :D
 
Dec 19, 2007 at 3:52 PM
Justin-chan
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lol. Ah well, when I'm able to shift tiles with script and flags, then I will be able to get rid of the critter line.
 
Dec 20, 2007 at 1:18 PM
Hoxtilicious
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You members take me way too serious :rolleyes:
 
Dec 20, 2007 at 2:07 PM
Hoxtilicious
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Roonil Wazlib said:
Care to explain?

What's there to explain or don't you know what "serious" means? :rolleyes:
You just take me too serious.
 
Dec 20, 2007 at 2:45 PM
Luls
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I HAVE A REALLY GOOD ONE!

Messing around too much with Flag IDs. I RUINED MY MOD WITH IT!!! D:

BADLY.
 
Dec 20, 2007 at 2:56 PM
Justin-chan
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lol. I can't even use MNP properly. lol.
 
Dec 27, 2007 at 4:36 AM
Luls
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ZTaimat said:
(Simply set a switch before the battle, setting the flag-jump to after the <PRI, but before any text in the death-script. The split will have to be included in the head.tsc, so event #0050 is a good place to base it. A Problem with this however, is '<SMC' won't work, so you'll need to set a skipflag and <INI.

Em... How do you use the skipflag to skip all the way from the beggining of the game where you <INI to where you want him to be in the game? o.o
 
Dec 27, 2007 at 5:14 AM
Been here way too long...
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within the game-start script (EVE0200, usually), "<SKJ####:0205"
205 would give back things they'd have, and teleport to wher ethey should be.

If you want to keep other things such as Life-ups, and optional items, use skipflags for everything... (I don't think skipflags above 99 work, since cavestory only used about 15 of them. I dunno, probably wrong - if this is the case, however, turn off all the skipflags before you check to turn them on.)
An example of item retreaval:

...<ITJ0002:0052<EVE0051
#0051
... ... ...<SK+0010<INI<END
#0052
<SK+0002<EVE0051
 
Dec 27, 2007 at 5:44 AM
Luls
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ZTaimat said:
within the game-start script (EVE0200, usually), "<SKJ####:0205"
205 would give back things they'd have, and teleport to wher ethey should be.

If you want to keep other things such as Life-ups, and optional items, use skipflags for everything... (I don't think skipflags above 99 work, since cavestory only used about 15 of them. I dunno, probably wrong - if this is the case, however, turn off all the skipflags before you check to turn them on.)
An example of item retreaval:

...<ITJ0002:0052<EVE0051
#0051
... ... ...<SK+0010<INI<END
#0052
<SK+0002<EVE0051

Em... What game start script? o.o
Do you have MSN? :D

and btw what do you mean optional items? You mean you will lose some items if you do this? ._.

*is really noob*
 
Dec 27, 2007 at 4:07 PM
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Actually, making a hard mod is a great idea. Because if you make it too easy, people will just finish it in 10 minutes...And the mod will be forever forgotten. Now, hard modifications take more time to make AND more time to play (duh). And are more recognisable I guess.

[lolz...]
 
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