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       #Post#: 18283--------------------------------------------------
       Re: Gun (Cave Story Mod)
       By: King (2.0) Date: April 6, 2022, 6:46 am
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       I finally did it! After the 6th attempt, I finally got All
       Consuming Malevolence done. For this one, I used Hyper Zone 1
       [Kirby's Dreamland 3], Hyper Zone 2 [Kirby's Dreamland 3], The
       Master Tape [Doctor Who], Calling That Detestable Name [Etrian
       Odyssey III] and Giygas is Wounded [Earthbound]
       The main melody (Hyper Zone 1/2) was pitched to A, The Master
       Tape was pitched to E, Calling That Detestable Name D#/E♭
       and Giygas is Wounded was pitched to B.
       The end result? As chaotic and malevolent as expected.
       #Post#: 18354--------------------------------------------------
       Re: Gun (Cave Story Mod)
       By: King (2.0) Date: April 12, 2022, 5:54 am
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       So far, it's just minor visual changes, the final boss theme
       (Mechanto Brainstorm) and working on Mechanto Force's battle.
       #Post#: 18364--------------------------------------------------
       Re: Gun (Cave Story Mod)
       By: King (2.0) Date: April 13, 2022, 6:41 am
       ---------------------------------------------------------
       I was going to just add onto the main theme Rise of Mechanto and
       pitch the new parts for the final boss theme Mechanto Brainstorm
       but I've decided to just take the tracks I sampled for the main
       theme and re-sample them for the final boss theme instead.
       #Post#: 18389--------------------------------------------------
       Re: Gun (Cave Story Mod)
       By: King (2.0) Date: April 16, 2022, 7:05 am
       ---------------------------------------------------------
       Spent yesterday working on the final boss fight. Nerfed
       Doppel-Gunnoid's HP and Mechanto Brain's (though I think the
       arena layout might be a problem. Text issues were also fixed.
       Today, created the background for Mechanto Nightmare and started
       on the tileset. Will need to create the sprite sheets for the
       enemies and it's boss Doppel-Gunnoid Ω. The total area will
       make use of 4 maps, so it's a matter of planning in order to
       ensure that it all works.
       #Post#: 18398--------------------------------------------------
       Re: Gun (Cave Story Mod)
       By: King (2.0) Date: April 17, 2022, 7:37 am
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       Completed the first section of Mechanto Nightmare, I just need
       to do 3 more sections. Also drew most of the third section for
       the level layout and will get on with the 4th section.
       Also decided to nerf Doppel-Gunnoid's HP so each phase now has
       333HP, totalling to 999HP. (For reference 99HP is the max amount
       the player can have).
       #Post#: 18550--------------------------------------------------
       Re: Gun (Cave Story Mod)
       By: King (2.0) Date: April 28, 2022, 7:44 am
       ---------------------------------------------------------
       Patched my mod with the things from the Unique Teleporter Rows.
       Also spent some time trying to get the images for the Inverted
       Sector levels to show up, got the first set right but botched it
       up. Heavily considering changing the FL+ for costumes.
       #Post#: 18553--------------------------------------------------
       Re: Gun (Cave Story Mod)
       By: King (2.0) Date: April 30, 2022, 4:20 am
       ---------------------------------------------------------
       After some trial and error, I finally got the images for the
       Inverted Sectors to show up and rearranged the levels while
       adding 3 new ones which go like this:
       Inverted Teleporter 1
       Azure, Rose, Lemon, Brown A
       Inverted Teleporter 2
       Ultramarine, Crimson, Olive, Brown B
       Inverted Teleporter 3
       Teal, Magenta, Amber, Brown C and Introspection
       #Post#: 18554--------------------------------------------------
       Re: Gun (Cave Story Mod)
       By: King (2.0) Date: May 1, 2022, 4:33 am
       ---------------------------------------------------------
       Got the teleporter images for Mechanto Arena and Mechanto Arena
       X added in. Also been working on getting the Mechanto Arena
       updated, so that means I've added the computers that allow you
       to change weapons and been testing the mode to make sure it
       works. Just got the final boss to add in and a few other things
       before Mechanto Arena is done, then I work on Mechanto Arena X.
       #Post#: 18557--------------------------------------------------
       Re: Gun (Cave Story Mod)
       By: Cibryll Date: May 1, 2022, 5:13 am
       ---------------------------------------------------------
       * pulls the trigger *
       * the trigger breaks off and falls into the mod, crushing the
       player into a pancake *
       Oops, sorry.
       * carefully pulls trigger out *
       So all jokes aside, what's Mechanto Arena X gonna be like?
       #Post#: 18562--------------------------------------------------
       Re: Gun (Cave Story Mod)
       By: King (2.0) Date: May 1, 2022, 1:54 pm
       ---------------------------------------------------------
       [quote author=Charlie link=topic=326.msg18557#msg18557
       date=1651400003]
       * pulls the trigger *
       * the trigger breaks off and falls into the mod, crushing the
       player into a pancake *
       Oops, sorry.
       * carefully pulls trigger out *
       So all jokes aside, what's Mechanto Arena X gonna be like?
       [/quote]
       Mechanto Arena X is to the True Arena as the Mechanto Arena is
       to The Arena. You fight all the EX bosses and the True Final
       Boss at the end. I might consider making it so that you heal far
       less HP and gain less EXP between rounds because it's one of the
       hardest challenges in the mod.
       I've also learned when scripting the final boss that the first
       Ballos Ball phase (i.e the one with the shockwaves) can be
       skipped so I'm just using the last two phases. The final boss
       uses the Core's A.I and Ballos Ball's A.I.
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