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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.
Title: Re: Gun (Cave Story Mod)
Post by: Bloom /Tester 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 /Tester 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.