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Author Topic: Gun (Cave Story Mod)  (Read 1179 times)

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Offline King (2.0)

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Re: Gun (Cave Story Mod)
« Reply #60 on: 23 September 2021, 13:03:48 »
Where are the songs from, anyway?

"Calling That Detestable Name"... reminds me of an Etrian Odyssey song, to be honest. Hence the question. :S
It reminds you of an Etrian Odyssey song because it is an Etrian Odyssey song. Hyper Zone 1 and Hyper Zone 2 are from Kirby's Dreamland 3.

The story behind how I got that idea was more interesting than the actual songs themselves: For some reason, I got the idea to mashup Calling that Destable Name in RaveDJ with either Hyper Zone 1 or Hyper Zone 2. Both mashups worked surprisingly well despite their imperfections. Hence the current choice of songs.
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Re: Gun (Cave Story Mod)
« Reply #61 on: 05 November 2021, 13:59:54 »
Updated the final boss of Gun. Mechanto Brain's dialogue was updated and I managed to get all 3 phases of the Doppel Gunnoid fight working. All that time working on the side project has helped immensely. I'm also going to update the EXP/HP item sprites as well.
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Re: Gun (Cave Story Mod)
« Reply #62 on: 06 December 2021, 15:06:25 »
I'd say that I've been learning a lot from this side project of mine. I'm confident that when I've finished with it, I can go back to Gun and make it into a vastly superior mod. I might consider changing the Sector Black/White/Grey tracks, one of the ending themes and maybe the Phase 1 theme of the true final boss.

I might also consider updating the character sprites so they're taller maybe. But not too much, I don't want to have to redesign the levels to much to accommodate the new design changes.
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Re: Gun (Cave Story Mod)
« Reply #63 on: 03 January 2022, 11:45:04 »
For now, it's mostly just me gathering small ideas while I finish the side project (which won't get it's own thread until I'm finished with it),
So far we've got:
  • I've considered redesigning Mechanto Force's battle forms. Instead of being faster versions of the first 3 bosses, the boss has an original design (it's forms have the same colours) and uses the attacks of the first 3 bosses. (Missiles for War Machine, fire for Diamond Dogs and the Nega Rainbow Beam/Laser Planes for Big Boy). And yes, you'll still fight the full 7 forms in Mechanto Mode.
  • An item that allows you to peacefully deal with bosses. I figured if the final boss was going to give the good ending by you sparing them, then having a concept that enforces this would make it easier. Dealing with bosses peacefully allows you to complete the area and access the next sector; you won't obtain that boss's weapon unless you fight them. It won't work on the final bosses or the EX bosses.
  • I might use the <CRE script to create an extended intro for the mod.
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Re: Gun (Cave Story Mod)
« Reply #64 on: 24 February 2022, 18:32:25 »
Made a new song for Mechanto Arena X. It's called Final Forbodance (though I'll admit that Final Forbearance does sound better though it lacks the meaning I intended).
For that one I just took the first few seconds of Jet Ion GP's Night of the SANCTUARY, the vocals from Robot Warlord's Submenu and Giygas Is Wounded and slowed the latter two down.

I'm definitely considered redoing Last Chance OS because it sounds terrible and I've gotten better at this. As it turns out, fun is the key ingredient to all this.
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Offline Charlie

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Re: Gun (Cave Story Mod)
« Reply #65 on: 24 February 2022, 20:04:10 »
Gaining experience really helps in the long run.

* King gains 999 EXP in music *
> TERMINUS
> ENTER COMMAND
> run terminus.exe
> ERROR: DATA INCOMPATABLE WITH USER. RESET?
> no
> VIRTUALIZING...
> PLEASE WAIT _
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Re: Gun (Cave Story Mod)
« Reply #66 on: 25 February 2022, 17:54:15 »
Gaining experience really helps in the long run.

* King gains 999 EXP in music *
It really does. Hopefully I can continue to improve, maybe one day get my hands on an actual music program in the future.
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Re: Gun (Cave Story Mod)
« Reply #67 on: 07 March 2022, 16:55:21 »
It seems that I've been returning to this one. Mechanto Force is now getting a unique design, though I'll probably just the "body" as various tiles and use various entities to give off the illusion of the boss using attacks along with an entity for the player to attack.

Also created a new main theme from stitching bits of a few Kokuga tracks together so I'm thinking about expanding the game's intro cutscene. I might consider using another version for the final boss.
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Re: Gun (Cave Story Mod)
« Reply #68 on: 28 March 2022, 14:33:56 »
I've decided a few changes in music are in order:

Doppel-Gunnoid no longer has two battles and may either get one unique theme or share a theme with the other bosses. Personally I'd rather go with the former because it's part of the final boss. I'm hoping to add two (or one) tracks for the Mechano Arena boss fights, though the final bosses still keep their themes.

Mechano Arena X will not be getting unique boss themes because the bosses already have unique battle themes (aside from The Taboo who all have one theme and another boss who shares Doppel Gunnoid's theme (s)).
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Re: Gun (Cave Story Mod)
« Reply #69 on: 03 April 2022, 12:12:11 »
Finally got attempt 5 of the Taboo boss theme done though I'm still not happy with it. So I've decided to try again. I also decided to update Taboo-Oh's sprites so they look far, far better now.
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Re: Gun (Cave Story Mod)
« Reply #70 on: 06 April 2022, 13:46:31 »
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.
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Re: Gun (Cave Story Mod)
« Reply #71 on: 12 April 2022, 12:54:50 »
So far, it's just minor visual changes, the final boss theme (Mechanto Brainstorm) and working on Mechanto Force's battle.
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Re: Gun (Cave Story Mod)
« Reply #72 on: 13 April 2022, 13:41:55 »
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.
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Re: Gun (Cave Story Mod)
« Reply #73 on: 16 April 2022, 14:05:47 »
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.
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Re: Gun (Cave Story Mod)
« Reply #74 on: 17 April 2022, 14:37:59 »
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).
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