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       #Post#: 12497--------------------------------------------------
       Re: Gun (Cave Story Mod)
       By: AuroraDash Date: October 19, 2020, 9:53 pm
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       Looking forward to it!
       #Post#: 12498--------------------------------------------------
       Re: Gun (Cave Story Mod)
       By: King (2.0) Date: October 20, 2020, 6:25 am
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       [quote author=AuroraDash link=topic=326.msg12497#msg12497
       date=1603162387]
       Looking forward to it!
       [/quote]
       Thank you. It's nice to know that someone appreciates all the
       work I put into this mod.
       #Post#: 12500--------------------------------------------------
       Re: Gun (Cave Story Mod)
       By: King (2.0) Date: October 21, 2020, 11:02 am
       ---------------------------------------------------------
       So regarding Big Boy, the main script uses <MOV, <FL+ and <FLJ
       which does make it function smoothly though it only seems to
       work once. So I'm going to try and replace them with <TRA
       instead and see what the outcome is.
       UPDATE 1: So defeating Big Boy with the new script simply causes
       the boss to regain their HP, leaving the fight in an endless
       loop.
       UPDATE 2: So in order for Heavy Press's death animation to work,
       it has to #1000 or other thousands.
       #Post#: 12519--------------------------------------------------
       Re: Gun (Cave Story Mod)
       By: King (2.0) Date: October 24, 2020, 6:57 am
       ---------------------------------------------------------
       So thanks to Charlie's help, I managed to deal with the issue of
       the Big Boy event flags. I'll need to test the both the initial
       boss fight and the Rematch Door just to be sure before I move
       onto getting the teleporting Taboo-Oh glitch.
       And I might go back and check the levels before sending Gun v3
       off to be playtested.
       #Post#: 12643--------------------------------------------------
       Re: Gun (Cave Story Mod)
       By: King (2.0) Date: November 10, 2020, 5:29 am
       ---------------------------------------------------------
       Consider it done:
  HTML https://doukutsuclub.knack.com/database#search-database/mod-details/5e6cac4dcfeb38001567e118/
       If you can't access the link, please inform me so I can send you
       the latest version.
       I'll also be posting a TEST version of Gun v3 here if anybody
       here wishes to volunteer as a playtester:
  HTML https://drive.google.com/file/d/1DtcfpEXTXWW2kFJq8uoR3XGdMYXoFiGo/view?usp=sharing
       #Post#: 12714--------------------------------------------------
       Gun v3 (Cave Story Mod) Updates
       By: King (2.0) Date: November 14, 2020, 9:54 am
       ---------------------------------------------------------
       So Gun v3 has undergone some changes and has some new content:
       [list]
       [li]All the Sector levels except the final ones will now have
       "Hardtype" paths which as the name so states are far more
       difficult than the main level paths. These levels require the
       player to use either the Tier 3 (or MAX) Gunnoid Cannon or the
       Ascension Unit to navigate.[/li]
       [li]All the doors in the sectors used to reach the next ones up
       (e.g Blue -> Purple -> Violet) will be moved to the Hardtype
       paths to give the player incentive to try them out and to
       prevent players from getting lost (even though the levels are so
       linear that getting lost is hard to do).[/li]
       [li]Sector Blue (1), Sector Orange (2), Sector Chartreuse (3)
       and Sector Grey (4) all have a Inverted Gunnoid corpse (or head)
       in the Hardtype sections when when touched transports the player
       to a bonus level with Inverted Gunnoids as enemies. They cannot
       be killed, only stunned. Completing a level sends you to the
       next sector level (which is themed by number). The last two of
       these levels will be implemented in Gun v4.[/li]
       [li]I'll be changing up the level design in the Deep
       Sector/Deeper Sectors because they could use improvement and to
       encourage divergent thinking. [/li]
       [li]All doors/teleports will now have a diamond symbol to
       indicate which Sector they belong to. The Training Sector and
       it's levels have a Bronze diamond, the Deep Sector and it's
       levels have a silver Diamond, the Deeper Sectors have a Gold
       diamond and the Deepest Sectors have a platinum diamond. [/li]
       [/list]
       That will be all for now regarding Gun v3. Once I'm finished
       with the changes, I'll send a second TEST version for you all to
       try out.
       #Post#: 12934--------------------------------------------------
       Re: Gun (Cave Story Mod)
       By: King (2.0) Date: December 8, 2020, 5:07 am
       ---------------------------------------------------------
       So a lot of things have been changed for Gun v3 now:
       [list]
       [li]Some of the older levels have been redesigned. All of the
       Sector Levels so far have "Hardtype" paths added in and tested.
       The Deeper Sector levels are being redesigned with Hardtype
       paths to be added in soon. (I'm also searching for chiptune
       tracks so I intend to look through several different indie games
       to find the two tracks that fit with the level). The music
       tracks for those levels will be changed as well (At first it was
       the Tunnel Scene tracks from X, then it was two tracks made by
       Vim that were used in Purple).[/li]
       [li]The wardrobe system had to be tweaked slightly due to CS
       limitations. It's now 3 doors: Bronze (for Boss Challenges),
       Silver (Endings) and Gold (Characters), the last of which will
       be added in Gun v4. I might consider adding treasure chests that
       appear once each costume's condition has been fulfilled.[/li]
       [li]Some rebalancing. The Gunnoid Weapons
       (Cannon/Blade/Piercer) now work like CS's Blade in that it's now
       easy to lose Tier 3. Diamond Dogbreath has been nerfed slightly.
       Additionally, the player now obtains the Gunnoid Blade and
       WarMach Cannon from War Machine wheras the Diamond Dogs now give
       the Ascension Unit and Diamond Dogbreath; this not only allows
       the Tier 3 Gunnoid Cannon to be useful for longer but also
       expands the player's arsenal for the later sectors.[/li]
       [li]Areas have been redesigned to account for divergent
       thinking and rebalancing. So yes, the Gunnoid Cannon can now
       destroy ice blocks to prevent unwinnable situations in the
       Deeper Sector. [/li]
       [/list]
       That'll be all for now.
       #Post#: 14610--------------------------------------------------
       Re: Gun (Cave Story Mod)
       By: King (2.0) Date: April 3, 2021, 7:06 am
       ---------------------------------------------------------
       I've finally gotten all the Hardtype levels done and I've
       changed the up the Taboo-Me fight so it doesn't drag on as much.
       So far I've got these to do:
       [list type=decimal]
       [li]Create the battle theme for the Taboo from various
       samples.[/li]
       [li]Test out all Hardtype paths with the Ascension Unit.[/li]
       [li]Add in a special message if the player drowns in the Deeper
       Sector.[/li]
       [li]Add wardrobe rooms due to CS limitations.[/li]
       [/list]
       #Post#: 14674--------------------------------------------------
       Re: Gun (Cave Story Mod)
       By: King (2.0) Date: April 13, 2021, 6:59 am
       ---------------------------------------------------------
       Added in the special message if the player drowns in the Deeper
       Sector. Most of my time for this mod is trying to create the
       Taboo battle theme from various samples. So far, I've gotten 2
       attempts but neither of them are good enough for the actual
       bosses, so I could keep them as bonus tracks.
       #Post#: 14677--------------------------------------------------
       Re: Gun (Cave Story Mod)
       By: Kim Tyranto Date: April 13, 2021, 9:36 am
       ---------------------------------------------------------
       "As long as you've tried, it's all good!" - Cibryll
       She knows from experience, having made a few ORG songs in the
       past... most being edits of Cave Story (or beta) songs... but
       one or two original compositions... she tried, and that is good
       enough for her...
       (One she made for me, included... not the best of songs, but it
       is the thought that counts, too...)
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