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Re: Gun (Cave Story Mod) by King (2.0)
24 July 2021, 15:22:37

Re: Gun (Cave Story Mod) by King (2.0)
12 July 2021, 12:26:46

Re: Misery of Magic -- OUT NOW I GUESS by AuroraDash
12 July 2021, 11:18:22

Re: Misery of Magic updates >_< by AuroraDash
10 July 2021, 02:53:42

Re: Misery of Magic updates >_< by AuroraDash
10 July 2021, 02:00:16

Re: Misery of Magic updates >_< by AuroraDash
09 July 2021, 15:22:13

Re: What songs are you listening to? by King (2.0)
07 July 2021, 12:43:46

Re: What songs are you listening to? by RKS
07 July 2021, 12:02:31

Re: Misery of Magic updates >_< by RKS
07 July 2021, 11:58:00

Re: Gun (Cave Story Mod) by King (2.0)
07 July 2021, 11:25:23

Re: Misery of Magic updates >_< by King (2.0)
07 July 2021, 11:23:31

Re: Misery of Magic updates >_< by AuroraDash
07 July 2021, 02:51:36

Re: Misery of Magic updates >_< by AuroraDash
07 July 2021, 02:40:00

Re: Misery of Magic updates >_< by AuroraDash
04 July 2021, 18:14:23

Re: Misery of Magic updates >_< by AuroraDash
03 July 2021, 20:25:53

Recent Posts

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1
Cave Story Mods / Re: Gun (Cave Story Mod)
« Last 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.
2
Forum-Based Games / Re: First Thought (or something)
« Last post by After on 20 July 2021, 11:59:00 »
Beagle

Goat
3
Cave Story Mods / Re: Gun (Cave Story Mod)
« Last 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. 
4
Member Works / Re: Misery of Magic -- OUT NOW I GUESS
« Last post by AuroraDash on 12 July 2021, 11:18:22 »
Release candidate changelog -- 0.4.12 --> 0.4.13 --> 1.0.0

-- Added a bit of lore to North Edge.
-- Rearranged a few rooms of Backwoods, to add a normal room between the Water Room and the Frustrating Maze Room.
-- Fixed yet another iteration of the interactable draw bug.
-- Fixed bug where game would crash if a safe file is ever empty. I never noticed this until now because there's no way to delete old savefiles, only overwrite them.
5
Member Works / Re: Misery of Magic updates >_<
« Last post by AuroraDash on 10 July 2021, 02:53:42 »
Fixed a rather rare bug where, due to an oversight, if you had two characters but one of them was at 0HP, there was a possibility that Demon 66E could become unkillable.


This is a demon which only appears in about 11% of random encounters in Fire Hole, so, I'm surprised I even ran into this bug.
6
Member Works / Re: Misery of Magic updates >_<
« Last post by AuroraDash on 10 July 2021, 02:00:16 »
Fixed bug where some stuff could occasionally already be complete before you got to it. My fear was that this was some sort of savefile corruption caused by something screwing up when a file is saved or loaded. However, if that were the case, I'd expect it to cause creeping, progressive weirdness affecting the entire game, whereas all the damage was mysteriously confined to Sorrow Peak.


As it so happens, some of the flags used in Radioactive Hall were being inadvertently reused for various things in Sorrow Peak.
7
Member Works / Re: Misery of Magic updates >_<
« Last post by AuroraDash on 09 July 2021, 15:22:13 »
That reminds me of how Donkey Kong Country 3 allows you to get 105% completion. I wonder what you'll do with Misery of Magic's 105% completion?


As a kind of last-minute addition, I might make a little award for that and a few other things, which is stored in the extra data file and appears in the title screen, kind of like the stars from SS1.


Some other games also have over 100% completion... whether intentional or not...


It arose, basically, because there are a heap of rooms which technically count towards completion but which weren't accounted for in the calculation, and that, under certain conditions, it's possible to get one more weapon than the usual maximum, which also counts towards completion.


For 0.4.11, all I did was fix some of the stuff associated with ending 7 -- for whatever reason it was handling textboxes in a completely different way to everything else.
9
Entertainment General / Re: What songs are you listening to?
« Last post by RKS on 07 July 2021, 12:02:31 »
SaGa Frontier's "Battle 5"...

(Luna found a Winamp plugin for PSF files...)

... May make a separate topic for mobile users to post in, since loading this page without images is ~107 KB... :-{
10
Member Works / Re: Misery of Magic updates >_<
« Last post by RKS on 07 July 2021, 11:58:00 »
Some other games also have over 100% completion... whether intentional or not...
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