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Various Works => Cave Story General => Cave Story Mods => Topic started by: King (2.0) on 02 September 2019, 19:48:42


Title: Gun (Cave Story Mod)
Post by: King (2.0) on 02 September 2019, 19:48:42
So I decided to try my hand at this whole Cave Story modding scene. I kinda have to thank Kim for her Lunar Shadow mod, because it's so great.

Now the mod is a short mod, nothing too grand. Your goal is to overcome various obstacles and make your way to the War Machine, who awaits at the bottom with it's eager eye. There are 4 levels in the mod and the Boss Level (War Machine) which has 3 phases.
Hub (Level 0)
- The hub area where the player starts out. The player can use the door to start Level 1 or use the Teleporter to replay any of the levels. if the player ventures into the water, they'll find a path sealed off by Dark Blocks. They can only be destroyed with the WarMach Cannon, which can obtained after beating the War Machine.
Level 1
- The first level, is mostly blue in colour. It's an easy level, with 3 Save Points acting as checkpoints and has 2 sections where you ride a lift across a pit of fatal spikes.
Level 2
- The second level, is red in colour. Introduces lava and has many spikes. At various points, a stream of lava will block the way, forcing you to go around. There are pits with fatal spikes that can be jumped over, as well as flying foes to deal with.
Level 3
- The third level, is purple in colour. Uses both lava and water as well as fatal spikes. Twice you'll be required to swim in water, with the second time forcing you to venture around an area with spikes.
Level 4
-A short horizonal level with checkerboard walls and a yellowish sky. The walls are lined with spikes, and you'll have to land on platforms and deal with enemies. There's also a brief water section with spikes and Mini-Presses.
BOSS: War Machine (Uses Monster X's sprites and A.I)
- Fights the player in 3 identical bodies, with the terrain varying in each phase. Phase 1 is normal terrain, Phase 2 has lava and Phase 3 is fought underwater.

Also each level has a shortcut that is blocked off by Dark Blocks.

UPDATE: (05/02/22)
Gun v1: Link here. (https://drive.google.com/file/d/1Js0MSpX_WUiYgqG0ww2f-gu8yJfmV--t/view?usp=sharing) Released on 14/03/20
Gun v2: Link here. (https://drive.google.com/file/d/1JwKZ0R_eX5xUjl9P51f_rZ1UnlMvQdbl/view?usp=sharing) Released on 30/08/20.
Gun v3: Not released yet.
Title: Re: Gun (Cave Story Mod)
Post by: Bloom Leigh Seymour on 02 September 2019, 23:55:22
Sounds interesting enough...

Curiosity strikes.

Did you use the Serperior "Booster's Lab" or the inferior "CaveEditor"?

(I love Pokemon puns now, so I'll Golurk a bit.)

I wish you all the best with this project~! :)
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 03 September 2019, 14:26:24
Sounds interesting enough...

Curiosity strikes.

Did you use the Serperior "Booster's Lab" or the inferior "CaveEditor"?

(I love Pokemon puns now, so I'll Golurk a bit.)

I wish you all the best with this project~! :)
I used Booster's Lab, and I've yet to get to scripting because I'm no good at programming. ???
Title: Re: Shot (Cave Story Nod) - sorry :P
Post by: Bloom Leigh Seymour on 03 September 2019, 16:37:15
Yeah, TSC can be a real **** (pardon my language).

Everyone has to start somewhere, though. <FAC0000 is to remove face pics, I think?

By the way, Kim's got a guide for the <BOA command, that should help a bit, right? ;)
Title: Re: Gun (Cave Story Mod)
Post by: Michelle on 27 September 2019, 13:38:41
Is the name an acronym?
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 27 September 2019, 13:41:03
Is the name an acronym?
No. It also doesn't help that my motivation for it has flagged because I'm so busy with Bloomer Shadow and wiki work. I probably think it's the programming part that's got to me.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 25 October 2019, 18:29:40
So my motivation has slowly been returning to me. I've gotten most of the enemies (except the Golem) done and I've changed Level 3's palette from purple to yellow.
I'm also considering updating the game to add an extra 3 levels and a boss, this is how the game goes if I got through with this plan:
Training Facility~ Main Game
- (Level 1: Sector Blue)
- (Level 2: Sector Red)
- (Level 3: Sector Yellow)
- (Level 4: Rebellion)
BOSS: War Machine
EX BOSS: Taboo-Oh
Deep Facility~Gun v2
- (Level 5: Sector Purple)
- (Level 6: Sector Orange)
- (Level 7: Sector Green)
- (Level 8: )
BOSS:
EX BOSS: Taboo-Me
Deeper Facility~Gun v3
- (Level 5: Sector Violet)
- (Level 6: Sector Vermilion)
- (Level 7: Sector Chartreuse)
- (Level 8: TBA)
BOSS: TBA
EX BOSS: Taboo-Ga
Deepest Facility~Gun v4
- (Level 9: Sector Black)
- (Level 10: Sector White )
- (Level 11: Sector Grey)
- (Level 12: Confrontation) *Refight the other bosses' final forms.*
BOSS: Mechanto Brain
EX BOSS: Omega

Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 06 December 2019, 18:35:00
So I've decided to go back and focus on the design before I return to the scripting. This'll prevent me from getting demoralized, so that I won't give up on Gun. The main character has finally been designed and I'm currently working on the EX Bosses.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 14 March 2020, 12:49:28
Gun v1 has finally been released! The official CSTSF thread can be found here if you wish to look there (https://www.cavestory.org/forums/threads/gun.15141/#post-372788)
Also, if you want to download my mod and try it out (https://doukutsuclub.knack.com/database#index/mod-details/5e6cac4dcfeb38001567e118/)
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 21 August 2020, 13:57:33
So I've been working at Gun v2 which has 5 new levels (Sector Purple/Sector Orange/Sector Green/Determination/Taboo Zone 2) and a new boss (Diamond Dogs). Also need to update some info:


Training Facility~ Main Game
- (Level 1: Sector Blue)
- (Level 2: Sector Red)
- (Level 3: Sector Yellow)
- (Level 4: Rebellion)
BOSS: War Machine
Deep Facility~Gun v2
- (Level 5: Sector Purple)
- (Level 6: Sector Orange)
- (Level 7: Sector Green)
- (Level 8: Determination)
BOSS: Diamond Dogs
Deeper Facility~Gun v3
- (Level 9: Sector Violet)
- (Level 10: Sector Vermilion)
- (Level 11: Sector Chartreuse)
- (Level 12: Requiem)
BOSS: Big Boy
Deepest Facility~Gun v4
- (Level 9: Sector Black)
- (Level 10: Sector White )
- (Level 11: Sector Grey)
- (Level 12: Confrontation)
BOSS: Mechanto Force
BOSS: Doppel-Gunnoid
FINAL BOSS: Mechanto Brain
Other Areas
-Taboo Zone
EX BOSS:Taboo-Oh/Taboo-Me/Taboo-Ga
-Champion's Hall
EX BOSS: Omega *Requires you to defeat Mechanto Brain and have the Purple/Pink/Lilac Pins to unlock*


Title: Re: Gun (Cave Story Mod)
Post by: Charlie on 21 August 2020, 14:36:19
So, Gun reached level 2, huh?

Sounds cool.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 21 August 2020, 17:00:22
So, Gun reached level 2, huh?

Sounds cool.
Gun v2 took a lot of time due to adding in new content and fixing up all the problems present in Gun v1. There were a lot of changes, all for the better.
Title: Gun v3 (Cave Story Mod) Updates
Post by: King (2.0) on 20 September 2020, 12:36:53
Inspired by AuroraDash's Misery of Magic updates thread, I'll be revamping this thread to update you all on Gun's development now that I've abandoned the CSTSF.


So far:
Sectors Violet, Vermilion, Chartreuse and Big Boy's arena have been done. I just need to add in Requiem and the final part of Taboo Zone and that'll be all the Gun v3 levels done before I start refining them.


Aside from that, it's a matter of scripting the new bosses and fixing up some bugs/scripts.
Title: Gun v3 (Cave Story Mod) Updates
Post by: King (2.0) on 21 September 2020, 19:25:07
So I've started work on Level 12: Purpose. It has multiple pathways the player can take and at the end, it'll take the player to it's Stage Boss: Big Boy. After this, I'll go and try to get the boss script done before working on Taboo Zone and other things related to Gun v3.
Title: Gun v3 (Cave Story Mod) Updates
Post by: King (2.0) on 22 September 2020, 19:35:48
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).
Title: Re: Gun v3 (Cave Story Mod) Updates
Post by: King (2.0) 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.
Title: Re: Gun v3 (Cave Story Mod) Updates
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 05 October 2020, 18:02:12
So far:

Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 13 October 2020, 14:26:40
So far
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 18 October 2020, 14:17:06
After all this, I'll send Gun v3 off to get it playtested then fix any issues that were found during those playtests.
Title: Re: Gun (Cave Story Mod)
Post by: AuroraDash on 20 October 2020, 04:53:07
Looking forward to it!
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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

Title: Gun v3 (Cave Story Mod) Updates
Post by: King (2.0) on 14 November 2020, 17:54:18
So Gun v3 has undergone some changes and has some new content:


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.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 08 December 2020, 13:07:43
So a lot of things have been changed for Gun v3 now:
That'll be all for now.



Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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:
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: RKS 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...)
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 14 April 2021, 14:44:30
"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...)
I'm actually using Audacity not ORGViewer (I might try that again some time in the future). Creating the songs basically involved me taking various music tracks and sampling them to create something new. Most of the music in Gun is from various games and few of them (e.g the stage themes for Between the Levels and Taboo Zone) are created by sampling. The latter won't be appearing as often due to how time consuming it can be.

Aside from that, the only original composition experience is via WarioWare DIY though only a few of the tracks aged well and the rest of them were pretty bad.
Title: Re: Gun (Cave Story Mod)
Post by: RKS on 14 April 2021, 15:35:28
You have the audacity to use Audacity...? :-b

Joking aside... now I am quite intrigued...

OrgMaker has some strict rules regarding the drums, but amazing songs can be made with it despite the limitations...
Cibryll often listened to music using some "OrgPlay" program, I believe... that ORG collection she got from the CSTSF before 2017 helped her find songs she loves... a lot... :-)

But now, I have a question... or two...

Does Gun have a music player of sorts...? And, out of the current songs... which is your favourite one in Gun, that you just cannot get enough of...?
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 14 April 2021, 18:59:15
You have the audacity to use Audacity...? :-b

Joking aside... now I am quite intrigued...

OrgMaker has some strict rules regarding the drums, but amazing songs can be made with it despite the limitations...
Cibryll often listened to music using some "OrgPlay" program, I believe... that ORG collection she got from the CSTSF before 2017 helped her find songs she loves... a lot... :-)

But now, I have a question... or two...

Does Gun have a music player of sorts...? And, out of the current songs... which is your favourite one in Gun, that you just cannot get enough of...?
Audicity is a sound editing program and isn't made for composing music. I'm hoping someday that I can get something like FL Studio and actually compose music.

Gun doesn't have a proper Sound Test; I wanted to have ORGViewer but it only plays ORG files and not OGGs. Instead, you have to go into the Mods file, then Alternate music, then Gun OGGs then Ogg11 which contains all the music tracks used in the mod.

As for which tracks I like the most: The Karous boss/final boss themes used for the main bosses. As for ones created from sampling: The Taboo Zone theme because it feels delightfully chaotic.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 17 April 2021, 12:55:45
So far I've gotten the following done:
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 04 May 2021, 12:00:29
Updates so far:
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 08 May 2021, 14:54:31
Updates so far:
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 26 May 2021, 13:49:36
Got a lot of things done, which includes use of Null entitys for the Deeper Sector levels (for the green water sections). Unless I find other things to change, all I need to do now is get the Taboo battle theme done, remove the Boss Rush Door/Weapon Remover and do a New Game test for each boss before sending it off to be playtested.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 04 June 2021, 08:44:56
Created the fourth attempt at a Taboo battle theme. Problem was is while it sounds good, it doesn't really the boss fights so I'll consider using it as Taboo Zone 3's stage theme instead. I'll also be doing a New Game test soon among other things. Also need to keep trying until I have a battle theme that fights all 3 Taboo fights.
Title: Re: Gun (Cave Story Mod)
Post by: Charlie on 04 June 2021, 10:01:38
King, King, he's the king,
If he can't do it, he'll try again~

Flower dragon :3

... I'm glad to see that this is coming along nicely. ;D

Flower dragon, flower dragon~ :3

* Gunnoid gets licked by a flower dragon as fireworks go off in the sunset *

... So battle theme(s) aside, what remains left?
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 04 June 2021, 12:53:51
King, King, he's the king,
If he can't do it, he'll try again~

Flower dragon :3

... I'm glad to see that this is coming along nicely. ;D

Flower dragon, flower dragon~ :3

* Gunnoid gets licked by a flower dragon as fireworks go off in the sunset *

... So battle theme(s) aside, what remains left?
I may've mentioned this earlier but Gun's tracks are a mix of music from other games and tracked created from music samples (because I'm not skilled enough to actually compose music). The only battle themes left are for the 4th boss, the final bosses, the EX Bosses and the True Final Boss which will dealt with in Gun v4.
 (There's also stage themes and other music to take into consideration and the limit for how many songs I can have in a single mod.)
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 12 June 2021, 10:26:09
Need to do the Taboo battle theme and redo the second Taboo stage theme because that doesn't fit the stage either. Hopefully I can get my **** together and hopefully get these done at some point.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 25 June 2021, 13:22:00
So I got sidetracked with other things such as other creative projects and reading books such as Faust. I've seriously got to get my mornings together because I'm just eating cheap croissants instead of cooking my breakfasts and then not doing much modding work, wasting time on Youtube for several hours.

Nobody to blame but myself, so I'm hoping that I can get things together and finally break away from the state of apathy/boredom that has consumed me for the past while.
Title: Re: Gun (Cave Story Mod)
Post by: RKS on 25 June 2021, 14:20:39
At times, taking a break is worth it, though...

So being sidetracked can be good, too... for me, it can be rejuvenating, and thus modding would not be an arduously boring task for me...

Though I prefer cookies with icing to croissants... :-b

What remains to be done, overall...? (Not just this version, but future ones too... would v4 gets the final boss...?)
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 26 June 2021, 14:39:07
At times, taking a break is worth it, though...

So being sidetracked can be good, too... for me, it can be rejuvenating, and thus modding would not be an arduously boring task for me...

Though I prefer cookies with icing to croissants... :-b

What remains to be done, overall...? (Not just this version, but future ones too... would v4 gets the final boss...?)
I suppose. Maybe I'm overcompensating because I feel like I do nothing and I have to feel like I'm doing something with my life. Sure I've got creative projects but it seems like I want to move on from them and do something new.

It interests me to know that even modding bores you. It has been said that you can only do so much with Cave Story, so if you even find other games to mod, I'll support you all the way.

In regards to Gun:
v3: Two songs, whatever improvements need to made after playtests.

v4: The last four levels, second to last battle, the final boss, two EX Bosses, bonus dungeon.

COMPLETE: Mechanto Mode levels, Mechanto Mode final boss, Mechanto Arena, Mechanto Arena X, more bonus dungeons, one or two sampled songs.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 07 July 2021, 11:25:23
Completed the Taboo Zone Stage 2 theme so now I need to create the Taboo battle theme. So basically I'm back to square one except not. I might go and nerf Diamond Dog's and Big Boy's HP and I've been debating with myself whoever I should redesign the Taboo Zone or not.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 12 July 2021, 12:26:46
I'm wondering if I should just scrap the whole insert v[insert number here] thing and just focusing on completing the entire mod instead. I got sidetracked and created a separate MyChar which adds in the costumes I would've added in Gun v4 and updated the sprites to have glowing lights. 
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 24 July 2021, 15:22:37
I'm wondering if I should just scrap the whole insert v[insert number here] thing and just focusing on completing the entire mod instead. I got sidetracked and created a separate MyChar which adds in the costumes I would've added in Gun v4 and updated the sprites to have glowing lights.
To this end, I've altered Gunnoid-0's design so that it's closer to my own drawings of him. In these drawings, he has long blonde bangs which cover his right eye so that the left is only visible. Also in some of his animations, the lines on his body glow green akin to the Demifiend. I've even gone out of my way to avert ambidextrous sprites so that the left eye is always visible and the bangs are always on the right side. This will be added to Gun v3.

And yes, all the alternate costumes will be updated to reflect this new change.

I'm still considering creating a second copy of my mod and just adding all the planned content to it. So that means downloading music, adding sprites, scripting and all the stuff that would be in v4. After that, include everything from COMPLETE.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 31 July 2021, 13:37:11
Decided to work on the "MASTER" copy (which is intended to have all the Gun v4/Complete content). Added in all the music tracks I wanted so I have 4 free spaces left. All of these tracks will be sampled battle themes for The Taboo, Voxellator, the True Final Boss's final form and a bonus track.

Spent time on it enough yesterday that I had lunch at around late 3:00pm-4pm. Also decided to do new level concepts for the Sectors Black/White/Grey and Confrontation as well as minor visual updates.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 06 August 2021, 10:28:40
In regards to Gun v3, when I'm done adding things to MASTER, I'll port all the updates to v3's contents there. The plan is to add in all the content for Gun MASTER and then break the mod down so it still follows the v[insert number here] system I was using previously.

Aside from that, I've finished designing Sector Black and Sector White. Need to do Sector Grey/Confrontation before adding in the main game boss fights. After that, the postgame content in v4. Also updating other things so they're up to MASTER standards in terms of content.
Title: Re: Gun (Cave Story Mod)
Post by: AuroraDash on 07 August 2021, 23:01:05
Sounds like you have a plan, then!

Hope it goes well (:
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 08 August 2021, 11:40:20
Sounds like you have a plan, then!

Hope it goes well (:
I wouldn't call it a plan. I'm a chaotic sort when it comes to developing these things so what I end up doing ends up any part of the project. I've now gotten Sector Grey done so I just need to finish Confrontation. After that, I'll consider either adding enemies back to the levels or do the last few bosses (Mechanto Force -> Doppel-Gunnoid -> Mechanto Brain).

However at the end of the day, whatever happens, happens.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 21 August 2021, 13:00:11
So I got motivated enough to double the length of Confrontation (so the music changes last longer) and altering the tiles and backgrounds of the Deepest Sector levels to improve their appearances. Good. Also updated the FacePics file as well.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 09 September 2021, 13:35:50
Decided to create another sampled track, this time for the true final boss's final form. It was far simpler than the others considering that all I did for it was use the intro for Soul 0 System Part 2 [Kirby Planet Robobot] and the rest being Chaos Realm [Shantae: Half Genie Hero].
After, that I changed the pitch to C before converting it to B -> A -> G. After converting it to G, I changed the tempo to 112 to 120 which improved the track majorly.

In short, that's one sampled track done and two more to go!
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 18 September 2021, 13:56:15
Currently working on Voxellator's battle theme. Decided to reverse Karous's boss theme, cut it down slightly so it sounds smoother and am using samples from Drawcia Soul (figuring that bit out) and Galactic Nova (the percussion).
Title: Re: Gun (Cave Story Mod)
Post by: Charlie on 18 September 2021, 16:09:58
Drawcia has pretty cool boss themes, in my opinion.
(Just wish there was a third phase.)

So what's Voxellator (probably not an alligator, but it rhymes, I guess) like?
It's theme, too?
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 19 September 2021, 14:34:23
Drawcia has pretty cool boss themes, in my opinion.
(Just wish there was a third phase.)

So what's Voxellator (probably not an alligator, but it rhymes, I guess) like?
It's theme, too?
Personally I'm fine with Drawcia being 2 phases (considering Phase 2 is basically a mental breakdown in musical form, where would you go with Phase 3?)

Voxellator is a 3 phase fight. The first phase has you fight 2 Voxellator Sentinels which push around a spiked ball and have an eye at the back. The second phase involves you breaking down walls and destroying the eyes that make up the Voxellator Trap. The final phase has you use crushing platforms to defeat Voxellator itself. It resembles the Windows Groove Music logo and is surrounded by several projectiles.

It's battle theme is a techno ambience (considering the main part is just Karous's boss theme reversed). However, I'll see how this goes so things could change as it goes along.
Title: Re: Gun (Cave Story Mod)
Post by: Charlie on 19 September 2021, 15:40:03
Sounds cool!

Drawcia phase 3... even more of a breakdown, with a faster-paced, crazier theme.

Perhaps start out all relaxed... before all sorts of Niflheim breaks loose and Drawcia frantically struggles to survive against the heroic Kirby. (Or whoever the player controls.)

Perhaps requiring every single medal, too?

...

Or perhaps a flower dragon secret boss. :3
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 20 September 2021, 15:04:27
Sounds cool!

Drawcia phase 3... even more of a breakdown, with a faster-paced, crazier theme.

Perhaps start out all relaxed... before all sorts of Niflheim breaks loose and Drawcia frantically struggles to survive against the heroic Kirby. (Or whoever the player controls.)

Perhaps requiring every single medal, too?

...

Or perhaps a flower dragon secret boss. :3
A breakcore styled theme doesn't sound bad. Considering the landscape during the Drawcia Soul fight, I could imagine that Phase 3 takes place in a dark void with strings of code raining down. Of course, you'd need to get every medal from the main levels (the ones from the other modes don't count).

Finally did it. Also changed the pitch so it's D (minor I presume). I just like the dark tone that it has, which I hope fits the Voxellator fight when I get around to doing it. I've also finished the sprites for Voxellator (and it's Inverted counterpart).
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 22 September 2021, 12:46:37
So I'm right back to where I started. The Taboo battle theme. For this 5th attempt, I might try using Calling That Destestable Name as a base with samples from both Hyper Zone 1 and 2.
Title: Re: Gun (Cave Story Mod)
Post by: Charlie on 22 September 2021, 16:12:36
Where are the songs from, anyway?

"Calling That Detestable Name"... reminds me of an Etrian Odyssey song, to be honest. Hence the question. :S
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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:
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: Charlie on 24 February 2022, 20:04:10
Gaining experience really helps in the long run.

* King gains 999 EXP in music *
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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)).
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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).
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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


Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: Charlie 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?
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: Charlie on 01 May 2022, 22:00:47
So will the final boss not be grinning like an idiot until it gets obliterated?
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 01 May 2022, 22:07:53
So will the final boss not be grinning like an idiot until it gets obliterated?
Yes.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) 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.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 15 June 2022, 14:47:54
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.
So I've now updated it. The fight involves dodging fallen debris while attacking the obelisk itself. I've also copied the map and that copy is used for the Mechanto Arena X, after the Inverted Voxellator fight.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 19 June 2022, 17:32:38
Added the maps for Sector Teal, Sector Magenta and Sector Amber not to mention that I've now figured out who the last EX boss is going to be.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 21 June 2022, 14:27:01
Decided to go back to Doppelganger Dissimilation. As it turns out Mother Teresa [Ibara] was the missing piece to all this. So I decided not to bother sampling Polidori 1 [Lunar Knights] or Germany Schifter [Cruis'n World] after all because both Hellhound's Centre Head [Gungrave Overdose] and Mother Teresa use similar electric guitars. This makes it easier to sample pieces of both tracks and piece them together.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 22 June 2022, 10:34:42
Despite not being part of my plans, I decided to take Yamato Perpetual Reactor [Shin Megami Tensei IV], Scare Shadow [Saya no Uta] and Skin Thieves [Jimmy and the Pulsating Mass] and sample pieces of each one to create Mechanto Brain's encounter theme. I think it does a good job of clueing the player in that Mechanto Brain isn't like the others. (It also plays when Mechanto Brain tries to convince you not to fight Omega).
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 25 June 2022, 17:27:16
So I decided to copy Lunar Shadow's script for Sycor2 because I really wanted to have a boss fight using the Transformed Sue and Transformed Misery entities. I've also chosen to pair them up with Omega, though I'll have to figure out how to make Bicameral Rose different from Omega in terms of the actual fight.

Also it now means that Voxellator (and it's Inverted counterpart), Ozymandias Obelisk and Bicameral Rose all share a battle theme due to them being EX bosses with no plot importance compared to Taboo-Oh, Taboo-Me, Taboo-Ga and Omega who are plot important to the post-game due to the true ending's unlock requirements involving their defeats.
Title: Re: Gun (Cave Story Mod)
Post by: RKS on 27 June 2022, 02:47:40
I'm a chaotic sort when it comes to developing these things
Birds of feather...

Cibryll and I, often just as much...
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 01 July 2022, 21:31:45
So the last optional boss I'm adding to Gun is called Bicameral Rose which in concept is the Omega fight with Possessed Misery and Possessed Sue. I've decided the "Omega" will be rose-gold which actually reminds of the Rose Gold (http://lunarshadowcs.createaforum.com/lunar-shadow-universe/lunar-shadow-rpg-ideas/msg9566/#msg9566) boss idea Bloom and I worked on in the Lunar Shadow RPG thread. It's henchmen aren't rose-gold and are phantoms whose forms alternate between Gunnoid-0, Ghun Mechanto and Anarchi Horton and have a corrupted glitch aesthetic. 

Unlike the Ozymandias Obelisk, it took a bit for this boss to manifest itself but the idea of the Bicameral Mentality (https://en.wikipedia.org/wiki/Bicameral_mentality) was what brought it all together.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 11 July 2022, 13:02:36
Back to <CNP manipulation. With the Omega fight, I used <0000:0362:0000 to speed them up. With Bicameral Rose, I'm looking for something different and am currently experimenting. If I can find a number that allows the second phase to activate earlier, that would be nice.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 23 July 2022, 11:38:45
So I've decided to add spiked pits to the Bicameral Rose fight to make it more interesting in addition to rising water. The arena has been reduced in size to make the fight more challenging. Still trying to figure out which <BOA and <CNP numbers will allow me to differentiate the fight from Omega's second phase.

EDIT: On second though, forget the water. It doesn't really do much to make the fight more interesting. Though I suppose an underwater Omega fight does sound interesting.
EDIT 2: Got rid of the spikes. Due to all the entities used just to summon Possessed Misery and Possessed Sue, perhaps adding the spikes interferes with Omega's A.I.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 04 August 2022, 14:30:31
So I've decided. The fight goes like this. Bicameral Rose is composed of 3 entities. Omega RG (the main target) and it's invincible henchmen Ghunnoid RG and Anarchi RG or Bicameral Rose as they're collectively called. By making the Possessed Misery and Possessed Sue entities invincible, they're now a constant threat along with Omega whose projectiles can't be shot down and go through the platforms. To get at Omega, you must dive into the water and shoot them while they're open to attack.

The fight is supposed to be easier than the Superweapon Omega fight in terms of difficulty and is found in Mechanto Isles 5 as a parallel to the Ozymandias Obelisk being found in Mechanto Isles 1.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 29 August 2022, 14:02:45
So all the bosses in Mechanto Arena X work now. I will need to do a full run of both the Mechanto Arena and Mechanto Arena X to make sure that the entirety of both modes work.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 02 October 2022, 03:35:30
So, I finally got around to finishing the Mechanto Arena X battle theme. It's called The Merciless Ghun Mechanto and plays during the first 6 battles in the Mechanto Arena X. For this one, I ended up using Mr Self Destruct [Nine Inch Nails] as a base (albiet shortened in some places and sped-up) with samples from Giygas Is Wounded, the mechanical sound from Transitory Butterfly [Persona PS1 ver.), the percussion from Yamato Perpetual Reactor [Shin Megami Tensei IV], a sped-up sample of Scare Shadow [Saya No Uta] and a heartbeat sound effect. Suffice to say, after trying to come up with something, it worked out.

I just added the things in until there was nothing more to add. Amazing. And it totally has a nice contrast to the boss theme used for the Mechanto Arena.

Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 08 October 2022, 17:02:46
Decided to try again with Last Chance OS using samples from Scare Shadow [Saya No Uta], X-Toy [Gungrave], Spaceship [The Simpsons Wrestling] and Giygas Is Wounded [Earthbound]. It actually works considering at that point, Mechanto Brain EX's body breaks down and you fight Mechanto Brain Soul OS which is the Last Chance OS using Mechanto Brain's combat data as a last-ditch resort.

I also went back to The Merciless Ghun Mechanto and changed it slightly, correcting it by changing the heartbeat sample with the same ones from Spaceship [The Simpsons Wrestling] to keep it consistent with Final Forbodance and Last Chance OS.
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 22 April 2023, 16:28:53
Before anyone asks, Gun is not cancelled:
Status:
Main Game
Post Game/Optional Content
Title: Re: Gun (Cave Story Mod)
Post by: RKS on 22 April 2023, 16:41:37
Before anyone asks, Gun is not cancelled:
Assumption… of being busy… correct…?
Title: Re: Gun (Cave Story Mod)
Post by: King (2.0) on 23 April 2023, 14:45:07
Assumption… of being busy… correct…?
Yes, I am busy with other things. Hence why Gun is currently on the backburner until I can return to it (and my other Cave Story mod).