Xyrinfe Shadow Project Forums
Various Works => Cave Story General => Cave Story Mods => Topic started by: King (2.0) on 02 September 2019, 19:48:42
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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.
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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~! :)
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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. ???
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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? ;)
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Is the name an acronym?
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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.
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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
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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.
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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/)
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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*
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So, Gun reached level 2, huh?
Sounds cool.
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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.
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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.
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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.
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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).
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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.
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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.
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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.
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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.
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- 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.
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Looking forward to it!
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Looking forward to it!
Thank you. It's nice to know that someone appreciates all the work I put into this mod.
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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.
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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.
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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
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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.
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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.
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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.
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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.
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"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...)
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"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.
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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...?
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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.
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So far I've gotten the following done:
- Ended up adding in little wardrobe areas in each Hub room. Bronze doors are for costumes unlocked from defeating certain bosses without taking damage. Silver doors are for costumes unlocked from alternate endings and Gold doors are for other characters (to be added in Gun v4)
It's not what I wanted but unfortunately the system I used for costumes only works if all costumes can be accessed. - Tried again with the Taboo theme. Created it from Hyper Zone 2, Drawcia Soul and PS2 BIOs samples which seems to be the most successful attempt thus far. Though it does seem rather repetitive so I'm going to try for a fourth attempt.
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Updates so far:
- I've added small images above each of the costumes (in-game) so the player can tell which door has which costume.
- Nerfed the weapons so they work like the Blade in terms of gaining Tier 3. Turns out I already did that.
- Disabled the map in Taboo Zone, which adds to the atmosphere.
- Currently testing the Boss Rush scripts. Turns out that I didn't need to make a second script for each boss and that a simple <ITJ did the trick. During the boss rush, the player obtains the Death or Glory Timer. In others, the time starts and you can try and obtain the fastest time for your Mechanto Arena run. It won't be appearing in Gun v3 because the mod doesn't have all the bosses in yet.
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Updates so far:
- Added in <SOU0011 (Doors) for all doors that needed them.
- Made some minor corrections and changes to some sprites.
- Managed to get the Mechanto Arena scripts done and am now doing the Mechanto Arena X scripts. Keep in mind that it only includes the bosses already in the mod, therefore both arenas are incomplete.
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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.
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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.
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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?
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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.)
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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.
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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.
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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...?)
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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.
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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.
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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.
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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.
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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.
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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.
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Sounds like you have a plan, then!
Hope it goes well (:
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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.
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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.
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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!
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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).
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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?
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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.
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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
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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).
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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.
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Where are the songs from, anyway?
"Calling That Detestable Name"... reminds me of an Etrian Odyssey song, to be honest. Hence the question. :S
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Where are the songs from, anyway?
"Calling That Detestable Name"... reminds me of an Etrian Odyssey song, to be honest. Hence the question. :S
It reminds you of an Etrian Odyssey song because it is an Etrian Odyssey song. Hyper Zone 1 and Hyper Zone 2 are from Kirby's Dreamland 3.
The story behind how I got that idea was more interesting than the actual songs themselves: For some reason, I got the idea to mashup Calling that Destable Name in RaveDJ with either Hyper Zone 1 or Hyper Zone 2. Both mashups worked surprisingly well despite their imperfections. Hence the current choice of songs.
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Updated the final boss of Gun. Mechanto Brain's dialogue was updated and I managed to get all 3 phases of the Doppel Gunnoid fight working. All that time working on the side project has helped immensely. I'm also going to update the EXP/HP item sprites as well.
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I'd say that I've been learning a lot from this side project of mine. I'm confident that when I've finished with it, I can go back to Gun and make it into a vastly superior mod. I might consider changing the Sector Black/White/Grey tracks, one of the ending themes and maybe the Phase 1 theme of the true final boss.
I might also consider updating the character sprites so they're taller maybe. But not too much, I don't want to have to redesign the levels to much to accommodate the new design changes.
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For now, it's mostly just me gathering small ideas while I finish the side project (which won't get it's own thread until I'm finished with it),
So far we've got:
- I've considered redesigning Mechanto Force's battle forms. Instead of being faster versions of the first 3 bosses, the boss has an original design (it's forms have the same colours) and uses the attacks of the first 3 bosses. (Missiles for War Machine, fire for Diamond Dogs and the Nega Rainbow Beam/Laser Planes for Big Boy). And yes, you'll still fight the full 7 forms in Mechanto Mode.
- An item that allows you to peacefully deal with bosses. I figured if the final boss was going to give the good ending by you sparing them, then having a concept that enforces this would make it easier. Dealing with bosses peacefully allows you to complete the area and access the next sector; you won't obtain that boss's weapon unless you fight them. It won't work on the final bosses or the EX bosses.
- I might use the <CRE script to create an extended intro for the mod.
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Made a new song for Mechanto Arena X. It's called Final Forbodance (though I'll admit that Final Forbearance does sound better though it lacks the meaning I intended).
For that one I just took the first few seconds of Jet Ion GP's Night of the SANCTUARY, the vocals from Robot Warlord's Submenu and Giygas Is Wounded and slowed the latter two down.
I'm definitely considered redoing Last Chance OS because it sounds terrible and I've gotten better at this. As it turns out, fun is the key ingredient to all this.
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Gaining experience really helps in the long run.
* King gains 999 EXP in music *
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Gaining experience really helps in the long run.
* King gains 999 EXP in music *
It really does. Hopefully I can continue to improve, maybe one day get my hands on an actual music program in the future.
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It seems that I've been returning to this one. Mechanto Force is now getting a unique design, though I'll probably just the "body" as various tiles and use various entities to give off the illusion of the boss using attacks along with an entity for the player to attack.
Also created a new main theme from stitching bits of a few Kokuga tracks together so I'm thinking about expanding the game's intro cutscene. I might consider using another version for the final boss.
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I've decided a few changes in music are in order:
Doppel-Gunnoid no longer has two battles and may either get one unique theme or share a theme with the other bosses. Personally I'd rather go with the former because it's part of the final boss. I'm hoping to add two (or one) tracks for the Mechano Arena boss fights, though the final bosses still keep their themes.
Mechano Arena X will not be getting unique boss themes because the bosses already have unique battle themes (aside from The Taboo who all have one theme and another boss who shares Doppel Gunnoid's theme (s)).
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Finally got attempt 5 of the Taboo boss theme done though I'm still not happy with it. So I've decided to try again. I also decided to update Taboo-Oh's sprites so they look far, far better now.
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I finally did it! After the 6th attempt, I finally got All Consuming Malevolence done. For this one, I used Hyper Zone 1 [Kirby's Dreamland 3], Hyper Zone 2 [Kirby's Dreamland 3], The Master Tape [Doctor Who], Calling That Detestable Name [Etrian Odyssey III] and Giygas is Wounded [Earthbound]
The main melody (Hyper Zone 1/2) was pitched to A, The Master Tape was pitched to E, Calling That Detestable Name D#/E♭ and Giygas is Wounded was pitched to B.
The end result? As chaotic and malevolent as expected.
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So far, it's just minor visual changes, the final boss theme (Mechanto Brainstorm) and working on Mechanto Force's battle.
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I was going to just add onto the main theme Rise of Mechanto and pitch the new parts for the final boss theme Mechanto Brainstorm but I've decided to just take the tracks I sampled for the main theme and re-sample them for the final boss theme instead.
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Spent yesterday working on the final boss fight. Nerfed Doppel-Gunnoid's HP and Mechanto Brain's (though I think the arena layout might be a problem. Text issues were also fixed.
Today, created the background for Mechanto Nightmare and started on the tileset. Will need to create the sprite sheets for the enemies and it's boss Doppel-Gunnoid Ω. The total area will make use of 4 maps, so it's a matter of planning in order to ensure that it all works.
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Completed the first section of Mechanto Nightmare, I just need to do 3 more sections. Also drew most of the third section for the level layout and will get on with the 4th section.
Also decided to nerf Doppel-Gunnoid's HP so each phase now has 333HP, totalling to 999HP. (For reference 99HP is the max amount the player can have).
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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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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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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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* 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?
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* 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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So will the final boss not be grinning like an idiot until it gets obliterated?
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So will the final boss not be grinning like an idiot until it gets obliterated?
Yes.
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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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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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Finished the spritesheet for playable characters. So that's a few playable characters and alternate costumes for Gunnoid-0.
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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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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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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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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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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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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.
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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.
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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.
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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).
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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.
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I'm a chaotic sort when it comes to developing these things
Birds of feather...
Cibryll and I, often just as much...
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Before anyone asks, Gun is not cancelled:
Status:
Main Game
- All main story boss fights completed.
- Primary Sector levels completed
- Secondary Sector levels completed.
- Tertiary Sector levels completed.
- Achromatic levels not completed.
- Corridors of Mechanto not completed.
- Good/Bad final boss endings not completed
Post Game/Optional Content
- All EX bosses/Mechanto Mode final boss and True Final Boss completed.
- Mechanto Arena and Mechanto Arena X completed.
- Taboo Zone not completed.
- Background for Champion's Hall and associated statues not completed.
- Mechanto Mode levels not completed.
- Mechanto Nightmare not completed.
- Bloominary not completed.
- Between the Levels/ Slevelehtneewteb not completed.
- Alternate costumes need to be properly implemented.
- The Longest Shortcut.
- Mechanto Mode/True Ending not complete.
- Bicameral Copy not implemented properly yet.
- Some sampled tracks still not completed yet.
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Before anyone asks, Gun is not cancelled:
Assumption… of being busy… correct…?
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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).