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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 #75 on: 28 April 2022, 14:44:59 »
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.
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Re: Gun (Cave Story Mod)
« Reply #76 on: 30 April 2022, 11:20:45 »
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


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Re: Gun (Cave Story Mod)
« Reply #77 on: 01 May 2022, 11:33:06 »
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.
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Re: Gun (Cave Story Mod)
« Reply #78 on: 01 May 2022, 12:13:23 »
* 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?
> 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 #79 on: 01 May 2022, 20:54:52 »
* 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?
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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Offline Charlie

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Re: Gun (Cave Story Mod)
« Reply #80 on: 01 May 2022, 22:00:47 »
So will the final boss not be grinning like an idiot until it gets obliterated?
> 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 #81 on: 01 May 2022, 22:07:53 »
So will the final boss not be grinning like an idiot until it gets obliterated?
Yes.
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Re: Gun (Cave Story Mod)
« Reply #82 on: 03 May 2022, 13:00:10 »
Added more maps for the EX Bosses so that I don't have to do a load of scripting just to reuse the ones I already have. Makes the whole thing run smoother.

Also worked on the map used for Ending 01, which is a Bad Ending you can get for defeating the final boss. I also need to work on the map for Ending 02, the good ending for defeating the final boss.
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Re: Gun (Cave Story Mod)
« Reply #83 on: 12 May 2022, 18:44:29 »
So I got the Superweapon fight done. It's the hardest fight in the game so far: merciless bullet hell for it's rocket form, more bullet hell for it's robot form (yes, it turns out that CS!Omega's bullets can be made invulnerable) and Phase 3 being a final fight to finish off Omega itself.

Though among the toughest opponents in Gun, you are rewarded handsomely for this: A Golden HP Upgrade which increases your HP by 24 (which combined with the 75HP you'll have after getting all HP upgrades maxes out your HP to 99), the Cyanotype costume and the Will of Omega. Though just a novelty item for the most part, if equipped in certain situations, you'll be able to use the Omega Buster. It's the strongest weapon in the game and allows you to tear the final boss's HP down easily.
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Re: Gun (Cave Story Mod)
« Reply #84 on: 16 May 2022, 12:51:20 »
Finished the spritesheet for playable characters. So that's a few playable characters and alternate costumes for Gunnoid-0.
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Re: Gun (Cave Story Mod)
« Reply #85 on: 26 May 2022, 15:38:44 »
Progress is being made on Mechanto Arena X. Changed some of the tiles for the Final 4 intermission to make them look more damaged. I've just got to finish scripting the last 3 bosses and that should be it for the Mechanto Arena X.
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Re: Gun (Cave Story Mod)
« Reply #86 on: 30 May 2022, 12:49:14 »
So I took a little detour and replaced the stage themes for Mechanto Sanctuary with Jet Ion GP's Night of the Sanctuary and redesigned Mechanto Isles 1: Rebellion just so the player can hear the full theme.
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Re: Gun (Cave Story Mod)
« Reply #87 on: 11 June 2022, 13:54:30 »
Got rid of two themes I was going to use for the ending (Power of Darkness and Title Loop 2) so I could add into two themes for the Inverted Sectors (N163 arrangements of Eschatos's Silver Lining and No Turning Back). Also more work on the Mechanto Force 7 fights.
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Re: Gun (Cave Story Mod)
« Reply #88 on: 14 June 2022, 17:54:55 »
Back to the Mechanto Arena X, though I ended up deleting a few maps, copying a bunch and altering scripts for the copies. Currently need to finish up the True Final Boss.
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Re: Gun (Cave Story Mod)
« Reply #89 on: 15 June 2022, 13:53:36 »
Added in another boss. It's called the Ozymandias Obelisk and it can be found by destroying a block at the beginning of Mechanto Isles 1: Rebellion. Defeating it nets you a useful item, though defeating it will be a challenge.
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