+-

+- Member Info

Welcome, Guest.
Please login or register.
 
 
 

Login with your social network

Forgot your password?

+- Recent Posts

Re: King (2.0)'s Games Log by King (2.0)
1 minute ago

Re: King (2.0)'s Games Log by RKS
6 hours ago

Re: King rates songs by King (2.0)
10 hours ago

Re: King (2.0)'s Games Log by King (2.0)
12 hours ago

Re: King rates songs by Charlie
18 March 2024, 21:14:46

Re: King (2.0)'s Games Log by King (2.0)
17 March 2024, 22:25:18

Re: King rates songs by King (2.0)
17 March 2024, 01:24:53

Re: King (2.0)'s Games Log by King (2.0)
16 March 2024, 23:45:21

Re: King rates songs by RKS
16 March 2024, 00:07:09

Re: King rates songs by Charlie
15 March 2024, 23:54:09

Re: King (2.0)'s Games Log by King (2.0)
15 March 2024, 20:42:07

Re: King rates songs by King (2.0)
15 March 2024, 00:05:25

Re: King (2.0)'s Games Log by King (2.0)
14 March 2024, 23:41:14

Re: King rates songs by Charlie
14 March 2024, 09:19:01

Re: General Gaming Thread by Charlie
13 March 2024, 21:42:35

Author Topic: Gun (Cave Story Mod)  (Read 2237 times)

0 Members and 2 Guests are viewing this topic.

Offline King (2.0)

  • Aeonian Night Historian
  • Lunar Tierce Knight
  • Exceptional Member
  • ****
  • Posts: 3 093
  • Health: 1250
  • Gender: Male
  • :3
    • View Profile
    • Rockman.EXE Zone

  • Total Badges: 35
    Badges: (View All)
    20000 Posts 2500 Posts Fourth year Anniversary
Re: Gun v3 (Cave Story Mod) Updates
« Reply #15 on: 23 September 2020, 19:42:04 »
So far, testing of Sector Violet has gone well. The main gimmick of this level is that at various points, the player must use the Gunnoid Blade or the Diamond Dogbreath to destroy the ice blocks in order to forge a path. If the player takes the door from Sector Purple to this level, they'll be taken to a different part of the level where they have to make their way down while dodging spiked blocks and electricity.


The enemies in this level are Dracoborgs (fire out green gems out their mouths), Drone v3 (blow themselves up) and Diamondfish v2 (hovers around and fires projectiles).


Polished up some things in Sector Violet and am now testing Sector Vermilion. The ice gimmick doesn't appear here as often and the player now deals with lava and flames that need to be jumped over. More Dracoborgs appear and Drone v3 appear in groups to get in your way.
(click to show/hide)
(click to show/hide)

Added by Cibryll:
(click to show/hide)

Offline King (2.0)

  • Aeonian Night Historian
  • Lunar Tierce Knight
  • Exceptional Member
  • ****
  • Posts: 3 093
  • Health: 1250
  • Gender: Male
  • :3
    • View Profile
    • Rockman.EXE Zone

  • Total Badges: 35
    Badges: (View All)
    20000 Posts 2500 Posts Fourth year Anniversary
Re: Gun v3 (Cave Story Mod) Updates
« Reply #16 on: 26 September 2020, 12:45:45 »

Polished up some things in Sector Violet and am now testing Sector Vermilion. The ice gimmick doesn't appear here as often and the player now deals with lava and flames that need to be jumped over. More Dracoborgs appear and Drone v3 appear in groups to get in your way.
Tested out Sector Chartreuse and Purpose. Felt that Chartreuse's design was somewhat uninspiring (kinda like Sector Orange originally.) so I'm working on improving it. Purpose wasn't as bad but adding in two paths meant that the "easy" path allowed the player to skip most of the level so it was redone so that the player goes through the "normal" path which leads into the "easy" path.


As for Big Boy, his dialogue hasn't been written up yet and while the boss does show up, it plays it's death animation so I'll need to correct this at some point.
(click to show/hide)
(click to show/hide)

Added by Cibryll:
(click to show/hide)

Offline King (2.0)

  • Aeonian Night Historian
  • Lunar Tierce Knight
  • Exceptional Member
  • ****
  • Posts: 3 093
  • Health: 1250
  • Gender: Male
  • :3
    • View Profile
    • Rockman.EXE Zone

  • Total Badges: 35
    Badges: (View All)
    20000 Posts 2500 Posts Fourth year Anniversary
Re: Gun (Cave Story Mod)
« Reply #17 on: 05 October 2020, 18:02:12 »
So far:
  • Taboo Zone 3 has been added in so now the Taboo Zone is complete. New enemies have been added in to give more variety to the Taboo Zone.
  • A new costume has been created which is unlocked by obtaining Ending 05: Taboo, which is associated with Taboo-Ga.
  • I'm currently working on getting the Big Boy fight scripted. The first phase works normally but the boss continues attacking before warping me to the Deep Hub rather than transition to Phase 2.
  • Still got 2 minor bugs to deal with regarding Taboo-Oh which are kinda annoying.

(click to show/hide)
(click to show/hide)

Added by Cibryll:
(click to show/hide)

Offline King (2.0)

  • Aeonian Night Historian
  • Lunar Tierce Knight
  • Exceptional Member
  • ****
  • Posts: 3 093
  • Health: 1250
  • Gender: Male
  • :3
    • View Profile
    • Rockman.EXE Zone

  • Total Badges: 35
    Badges: (View All)
    20000 Posts 2500 Posts Fourth year Anniversary
Re: Gun (Cave Story Mod)
« Reply #18 on: 13 October 2020, 14:26:40 »
So far
  • The Big Boy fight functions as intended. I've changed it that so once you make it to the bottom, the top floor will lose more ground. This works so that when you make it the middle floor, you'll have more energy orbs to deal with when climbing back up. After this, I need to fix the problem where the mod crashes after you complete Phase 3 of the battle.
  • The Taboo-Ga fight functions normally (though perhaps I could speed the Core A.I up) and the post battle choice (either obtain the Taboo Pin or get Ending 05 and the Failed Husk costume) has been implemented, though I need to get Ending 05 to work.
  • Aside from that, I need to fix two bugs related to Taboo-Oh and polish up the Deeper Sector levels before I send out a test version of Gun v3.
(click to show/hide)
(click to show/hide)

Added by Cibryll:
(click to show/hide)

Offline King (2.0)

  • Aeonian Night Historian
  • Lunar Tierce Knight
  • Exceptional Member
  • ****
  • Posts: 3 093
  • Health: 1250
  • Gender: Male
  • :3
    • View Profile
    • Rockman.EXE Zone

  • Total Badges: 35
    Badges: (View All)
    20000 Posts 2500 Posts Fourth year Anniversary
Re: Gun (Cave Story Mod)
« Reply #19 on: 18 October 2020, 14:17:06 »
  • The Big Boy fight finally works as intended. The dialogue has also been added in. Unlike the previous two bosses, there are no health pickups because for some reason the Heavy Press fight doesn't seem to allow it.
  • I'll need to iron out the dialogue so it fits in the text box and make sure the Boss Rematch with Big Boy works properly.
  • There's also the weapons text for the new weapons that needs to be added in as well as the teleporting bug that affects the Taboo-Oh fight.
After all this, I'll send Gun v3 off to get it playtested then fix any issues that were found during those playtests.
(click to show/hide)
(click to show/hide)

Added by Cibryll:
(click to show/hide)

Offline AuroraDash

  • Lunar Tierce Knight
  • Heroic Member
  • ****
  • Posts: 293
  • Health: 1050
  • Gender: Male
  • Ascendant Yiffmonster
    • View Profile
  • Favorite Type: Flying
  • Favorite Color: 00c0ff
  • Affinity: ---- (Zero)

  • Total Badges: 29
    Badges: (View All)
    Eighth year Anniversary Seventh year Anniversary Sixth year Anniversary
Re: Gun (Cave Story Mod)
« Reply #20 on: 20 October 2020, 04:53:07 »
Looking forward to it!
Entryway / Moss Garden / Elevator / Magic School / Ice Prison / Splendid Tower / Technology Tower / Sky Platform / Hidden Attic / Genocide City

Poison's Lair / Shade Hollow / Backwoods / The Remnant / Underpath / Sorrow Peak / Energy Centre / Fire Hole / North Edge

Offline King (2.0)

  • Aeonian Night Historian
  • Lunar Tierce Knight
  • Exceptional Member
  • ****
  • Posts: 3 093
  • Health: 1250
  • Gender: Male
  • :3
    • View Profile
    • Rockman.EXE Zone

  • Total Badges: 35
    Badges: (View All)
    20000 Posts 2500 Posts Fourth year Anniversary
Re: Gun (Cave Story Mod)
« Reply #21 on: 20 October 2020, 13:25:58 »
Looking forward to it!
Thank you. It's nice to know that someone appreciates all the work I put into this mod.
(click to show/hide)
(click to show/hide)

Added by Cibryll:
(click to show/hide)

Offline King (2.0)

  • Aeonian Night Historian
  • Lunar Tierce Knight
  • Exceptional Member
  • ****
  • Posts: 3 093
  • Health: 1250
  • Gender: Male
  • :3
    • View Profile
    • Rockman.EXE Zone

  • Total Badges: 35
    Badges: (View All)
    20000 Posts 2500 Posts Fourth year Anniversary
Re: Gun (Cave Story Mod)
« Reply #22 on: 21 October 2020, 18:02:07 »
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.
« Last Edit: 21 October 2020, 19:15:03 by King (2.0) »
(click to show/hide)
(click to show/hide)

Added by Cibryll:
(click to show/hide)

Offline King (2.0)

  • Aeonian Night Historian
  • Lunar Tierce Knight
  • Exceptional Member
  • ****
  • Posts: 3 093
  • Health: 1250
  • Gender: Male
  • :3
    • View Profile
    • Rockman.EXE Zone

  • Total Badges: 35
    Badges: (View All)
    20000 Posts 2500 Posts Fourth year Anniversary
Re: Gun (Cave Story Mod)
« Reply #23 on: 24 October 2020, 13:57:20 »
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.
(click to show/hide)
(click to show/hide)

Added by Cibryll:
(click to show/hide)

Offline King (2.0)

  • Aeonian Night Historian
  • Lunar Tierce Knight
  • Exceptional Member
  • ****
  • Posts: 3 093
  • Health: 1250
  • Gender: Male
  • :3
    • View Profile
    • Rockman.EXE Zone

  • Total Badges: 35
    Badges: (View All)
    20000 Posts 2500 Posts Fourth year Anniversary
Re: Gun (Cave Story Mod)
« Reply #24 on: 10 November 2020, 13:29:12 »

Consider it done: 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: https://drive.google.com/file/d/1DtcfpEXTXWW2kFJq8uoR3XGdMYXoFiGo/view?usp=sharing

(click to show/hide)
(click to show/hide)

Added by Cibryll:
(click to show/hide)

Offline King (2.0)

  • Aeonian Night Historian
  • Lunar Tierce Knight
  • Exceptional Member
  • ****
  • Posts: 3 093
  • Health: 1250
  • Gender: Male
  • :3
    • View Profile
    • Rockman.EXE Zone

  • Total Badges: 35
    Badges: (View All)
    20000 Posts 2500 Posts Fourth year Anniversary
Gun v3 (Cave Story Mod) Updates
« Reply #25 on: 14 November 2020, 17:54:18 »
So Gun v3 has undergone some changes and has some new content:


  • 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.
  • 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).
  • 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.
  • I'll be changing up the level design in the Deep Sector/Deeper Sectors because they could use improvement and to encourage divergent thinking.
  • 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.
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.
(click to show/hide)
(click to show/hide)

Added by Cibryll:
(click to show/hide)

Offline King (2.0)

  • Aeonian Night Historian
  • Lunar Tierce Knight
  • Exceptional Member
  • ****
  • Posts: 3 093
  • Health: 1250
  • Gender: Male
  • :3
    • View Profile
    • Rockman.EXE Zone

  • Total Badges: 35
    Badges: (View All)
    20000 Posts 2500 Posts Fourth year Anniversary
Re: Gun (Cave Story Mod)
« Reply #26 on: 08 December 2020, 13:07:43 »
So a lot of things have been changed for Gun v3 now:
  • 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).
  • 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.
  • 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.
  • 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.
That'll be all for now.



(click to show/hide)
(click to show/hide)

Added by Cibryll:
(click to show/hide)
Like Like x 1 View List

Offline King (2.0)

  • Aeonian Night Historian
  • Lunar Tierce Knight
  • Exceptional Member
  • ****
  • Posts: 3 093
  • Health: 1250
  • Gender: Male
  • :3
    • View Profile
    • Rockman.EXE Zone

  • Total Badges: 35
    Badges: (View All)
    20000 Posts 2500 Posts Fourth year Anniversary
Re: Gun (Cave Story Mod)
« Reply #27 on: 03 April 2021, 14:06:49 »
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:
  • Create the battle theme for the Taboo from various samples.
  • Test out all Hardtype paths with the Ascension Unit.
  • Add in a special message if the player drowns in the Deeper Sector.
  • Add wardrobe rooms due to CS limitations.
(click to show/hide)
(click to show/hide)

Added by Cibryll:
(click to show/hide)

Offline King (2.0)

  • Aeonian Night Historian
  • Lunar Tierce Knight
  • Exceptional Member
  • ****
  • Posts: 3 093
  • Health: 1250
  • Gender: Male
  • :3
    • View Profile
    • Rockman.EXE Zone

  • Total Badges: 35
    Badges: (View All)
    20000 Posts 2500 Posts Fourth year Anniversary
Re: Gun (Cave Story Mod)
« Reply #28 on: 13 April 2021, 13:59:47 »
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.
(click to show/hide)
(click to show/hide)

Added by Cibryll:
(click to show/hide)

Offline RKS

  • Eternally Quiet Overseer: RKS System
  • Red-Headed Green-Eyed Admin
  • Magnificent Member
  • *
  • Posts: 1 557
  • Health: 524
  • Gender: Female
  • (Borrowing. Keeping some things.)
  • Location: Sköll universe, Xyrinfe
    • View Profile
    • CSTSF Profile (Cibryll's)
  • Favorite Type: Poison
  • Region Type: Normal
  • Favorite Color: #ff0000
  • Affinity: Ultima
  • Nickname: Kim
  • Favourite YGO Attribute: FIRE
  • The Aeonian: Blaze
  • Discord Tag: RKS#5157

  • Total Badges: 38
    Badges: (View All)
    Nineth year Anniversary Linux User Eighth year Anniversary
Re: Gun (Cave Story Mod)
« Reply #29 on: 13 April 2021, 16:36:04 »
"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...)
  • Kim Tyranto
All posts made by this account preceding 19 Jan 2021 were Cibryll...

(click to show/hide)

RKS System initialized.
Run command: _

 

Related Topics

  Subject / Started by Replies Last post
2 Replies
97 Views
Last post 08 August 2016, 22:52:29
by Pierre Bruno