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Re: Freeware games and good mods by RKS
05 May 2021, 16:15:44

Re: Freeware games and good mods by AuroraDash
05 May 2021, 14:28:24

Freeware games and good mods by RKS
05 May 2021, 14:12:43

Re: Gun (Cave Story Mod) by King (2.0)
04 May 2021, 12:00:29

Re: Misery of Magic updates >_< by King (2.0)
04 May 2021, 11:39:37

Re: Misery of Magic updates >_< by AuroraDash
04 May 2021, 06:02:34

Re: What songs are you listening to? by King (2.0)
01 May 2021, 12:35:29

Re: What songs are you listening to? by AuroraDash
01 May 2021, 11:36:45

Re: Misery of Magic updates >_< by AuroraDash
27 April 2021, 22:37:14

Re: Xyrinfean metric prefixes or something... by AuroraDash
27 April 2021, 04:40:02

Xyrinfean metric prefixes or something... by RKS
24 April 2021, 17:09:24

Re: Pokémon by RKS
23 April 2021, 18:03:18

Lunar Shadow works by RKS
21 April 2021, 12:23:31

Re: Gun (Cave Story Mod) by King (2.0)
17 April 2021, 12:55:45

Re: Misery of Magic updates >_< by AuroraDash
17 April 2021, 10:24:50

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Messages - King (2.0)

Pages: [1] 2 3 ... 67
1
Cave Story Mods / Re: Gun (Cave Story Mod)
« on: 04 May 2021, 12:00:29 »
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.

2
Member Works / Re: Misery of Magic updates >_<
« on: 04 May 2021, 11:39:37 »
Reached 13 endings. Current plan is for 17 endings total. Will try to knock over as many as I can before FurDU later this week.


Added a little percentage completion indicator next to each save file.

Added the Luminous Cenotaph, which is like a dev room. If anyone finds it I'll be impressed.
This sounds great. So most of the endings are done and there's a dev room now. Sounds promising.

4
Cave Story Mods / Re: Gun (Cave Story Mod)
« on: 17 April 2021, 12:55:45 »
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.

5
Cave Story Mods / Re: Gun (Cave Story Mod)
« 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.

6
Cave Story Mods / Re: Gun (Cave Story Mod)
« 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.

7
Cave Story Mods / Re: Gun (Cave Story Mod)
« 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.

8
Member Works / Re: Misery of Magic updates >_<
« on: 13 April 2021, 13:58:20 »
The five main good endings are pretty much done! There are now 7 implemented in total (because a couple of the short endings were already made a while ago). I'm now going to add several more short endings, which won't take much effort each. I had a document with heaps of ideas for endings, but I'm not sure how many will make it into the final game, because some of the ideas are quite weak and I don't want it to take too long. In any case, there are going to be A LOT of endings, definitely even more than SS2 has.
All these multiple endings do sound quite interesting. And considering that Solar Shadow 2 had 11 endings, that means that this game may have them in a single mode or across multiple modes like in SS2/

9
Cave Story Mods / Re: Gun (Cave Story Mod)
« on: 03 April 2021, 14:06:49 »
I've finally gotten all the Hardtype levels done and I've changed the up the Taboo-Me fight so it doesn't drag on as much.

So far I've got these to do:
  • Create the battle theme for the Taboo from various samples.
  • Test out all Hardtype paths with the Ascension Unit.
  • Add in a special message if the player drowns in the Deeper Sector.
  • Add wardrobe rooms due to CS limitations.

10
Member Works / Re: Misery of Magic updates >_<
« on: 03 April 2021, 13:28:58 »
So will this game have any post-game content or will it just focus on the main content?

11
Announcements / Re: Renaming of "LSP" to "XSP"
« on: 11 March 2021, 16:02:17 »
Flower dragon, flower dragon... :3


Cibryll might be surprised, too... or try to surpass it... :-b
Flowe dragon, flower dragon... ~ :3

In either case I look forward to seeing Cibryll try and surpass the first Flower Dragon poem.

12
Announcements / Re: Renaming of "LSP" to "XSP"
« on: 11 March 2021, 13:42:31 »
You guys had a whole poetry exchange earlier in this thread.

I'm seriously impressed it lasted for as many posts as it did, wow.
It just happened. I'm also amazed that it lasted as long as it did.

13
Entertainment General / Re: Yu-Gi-Oh!
« on: 10 March 2021, 12:13:52 »
... Cibryll has been wondering this for a while... so I will ask here, even if nobody knows...

Does anybody know what the differences are between Delta Accel Synchro Summons and Limit Over Accel Synchro Summons...?
Both terms only exist in the anime: D.A.S.S requires one Tuner Synchro Monster and two Non-Tuner Synchro Monster whereas L.O.A.S.S requires the user to be in the state of Over Top Clear Mind and requires a minimum of one Tuner Synchro Monster and at least two Non-Tuner Synchro Monsters as Synchro Material Monsters.

14
XSP Multiverse / Re: Lunar Shadow RPG: Ideas
« on: 03 March 2021, 20:13:07 »
... This topic has a lot of ideas... which can be quite amazing...

But Gem Bugs...? Do we classify those as Bloom Beasts (created by Cibryll) or not...?
Consider it an example of the bond that Bloom and I shared. As for Gem Bugs, that depends on if you think they fit in with the other Bloom Beasts or not.

15
General Board / Re: The new official timeline discussion topic
« on: 03 March 2021, 20:12:08 »
This topic is to discuss the new official timeline... the previous one was made by Cibryll using sock-puppets and is thus somewhat unreliable...

The LS trilogy and Apocalyptic Shadow will, of course, be a part of it... but without the notes, posting most of the timeline is an impossibility... :-/

Here is to hoping that can be changed very soon...
(Raises cup of rooibos tea.)
So from what I can gather, the current timeline so far: Lunar Shadow ZER0 -> Lunar Shadow -> Lunar Shadow X -> Apocalyptic Shadow -> Umbrageous Light

Considering that Selenic Shadow is non-canon, that game could go anywhere.

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