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Jenka's Nightmare Revived - Finished


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#1031 02 March 2012 - 09:05 PM

gabbalis Offline
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Well, not so much practice as hint interpretation and/or guess and check, but okay...
You could try youtube if you are really stuck.

If I remember correctly I cave edited a hole through that map on my first playthrough just to get to the next area...
I like my coffee the way I like my soul...Stained with the blood of the innocent. - A very Evil person

#1032 02 March 2012 - 09:07 PM

MagicDoors Offline
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Okay, I know this has been said before, but here's the solution I think.

Spoiler

Edited by MagicDoors, 02 March 2012 - 09:07 PM.

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Sacred Grounds run: 3'39"0


#1033 02 March 2012 - 09:07 PM

Shane Offline
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Yeah, well, I Cave Edited the Genesis area with that flame puzzle. I HATE THAT EVIL FLAME OF DEATH AND DESTRUCTION :mad: :mad: :mad: :mad: :mad:
How come I never thought of Cave Editing the Sand Zone?


(200th post at last)
I broke my left arm on 17 May 2013 by falling off a ladder. Why couldn't it have happened due to a Cthulhu? Or why could it not have happened at all?
...
If I do anything stupid, sorry in advance!

#1034 06 March 2012 - 08:21 AM

sjasogun1 Offline
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I think I got all of the Uberweapons now, (Sky Blade, UberBubbler, Polaris and Nemesis X), and I haven't gone past Oblivion: Erosion yet. Oblivion here I come.

I also accidentally found a life capsule after coming back from getting the bomb.
Spoiler

Veni, Vidi, Cecidi (I came, I saw, I died)

Spoiler

#1035 06 March 2012 - 11:37 AM

MagicDoors Offline
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Protip:
Spoiler

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Sacred Grounds run: 3'39"0


#1036 06 March 2012 - 07:01 PM

sjasogun1 Offline
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"It's dangerous to go alone!"
Join Date: 27 Jan 2012
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There's a glitch when entering Genesis; the line of text that says the Nemesis X was taken keeps appearing. Removing the flag jumps that jump to non-existing events if you have the UberBubbler or the Detonator fixes the problem.

Also,
Spoiler


A third note,
Spoiler


Whew, fantastic mod. Took me quite a while to complete. I'll do a second run later to try and get max life capsules and max detonator ammo.

Edited by sjasogun1, 06 March 2012 - 08:04 PM.

Veni, Vidi, Cecidi (I came, I saw, I died)

Spoiler

#1037 23 March 2012 - 06:02 PM

Persuit Offline
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This mod is great. Thumps up. :mrgreen:

#1038 25 March 2012 - 01:33 PM

MagicDoors Offline
I need to draw better
"Life begins and ends with Nu."
Join Date: 13 Jan 2011
Location: LocationPROGRESS is Magic
Posts: 2,374
Age: 9
 

A third note,

Spoiler


Eh heh... Yeah, that was from a previous version. I was trying to make JN Hard only accessible once you beat JN Normal, but complications stopped me from doing that.

Well I'm glad you guys enjoyed my mod and HEY WAIT A MINUTE
Persuit, you're EmperorPersuit, aren't you? >:3

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Sacred Grounds run: 3'39"0


#1039 25 March 2012 - 06:29 PM

HaydenStudios Offline
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I played this mod back when I was a lurker, and even though it's kinda nice that this story got continued, there's a significant drop in quality once Sue and Curly disappear from that house in the Mimiga village. Beyond that point, there is a significant increase in glitches. I've been meaning to point these out for some time. Here are some of those glitches:

- Every time I talk to Sue after getting the machine gun upgraded, she says, "Thanks. You know, I think I could increase the power of a =Machine Gun=, if you had one. Thanks for the help Quote!"
- You frequently get a jerky camera, and this totally messes up the doors at the Red Tower.
- Even after I've picked up Sue's amulet, I still find the sparkly item, and if I go back up to it, it shows the graphic item for the amulet even though it says there's nothing there anymore.
- At the entrance to the Red Tower, I can just go on the left side of it, and boost up to the top via the booster 2.0 and machine gun, then I have to come down a bit to trigger the horizontal/vertical trigger, and I've gotten past it.
- All of the hor/vert triggers added by you use the <KEY command. It's a lot more professional to use the <PRI command so that it can't look like you're falling back down before you transition to the room above you.
- When I've fought Oblivion, I can go back up to the room where I've fought him at any time, and then I'll be stuck in the room with the only thing in there be a sprite of the Doctor as still as a statue. One thing that makes it real funny is that the Doctor (Oblivion) is stuck with the sprite of holding the red crystal. But without the red crystal, it looks like he's making a rude hand gesture to Quote:
Posted Image
- sasogun1 already pointed this out. If you go too far through Genesis with the Nemesis X, the message telling you that the Nemesis X was stolen repeats indefinitely.
- If I teleport to the beginning of a certain part of Genesis via that terminal, then I'm able to access that treasure chest which doesn't do anything. I think this was reported earlier, and you claimed that it was for debugging purposes. But I don't understand why you kept it in there in both version 1.7 and 2.1
- I can't remember what it was that I did, but I remember being able to make Misery reappear in her house after she dissappears.

I'm pretty sure that all of these glitches were present in both 1.7 and 2.1. I honsetly couldn't see what had changed. Here are some other concerns of mine:

- You really, REALLY don't give shmitz the credit on this he deserves for making most of this mod, and almost act like you made the whole thing and that he made a minor contribution.

Original modification created by Mark "Shmitz" Major
The rest's by me! LunarSoul!

I know you're being kinda silly, but I'd be pretty angry if someone's continuation of a mod that I made added a bunch of glitches, and made it look like that person made it himself like the sign in the developers' room incinuates: "Almost everything hacked by =LunarSoul= (But, you know, Shmitz helped a smidge.)"
- Your excessive breakings of the fourth wall really make this mod unprofessional.
- I found the fight with Ultima and everything around it very disappointing and anticlimactic.
- I felt that some of the secrets were waaaayyy too cryptic. And that's coming from the person who has been told that the first secret in his mod is too cryptic.
- It's cool how you can get the uber weapons, but it's possible to get to certain bosses with an insane amount of HP and not have any uber weapons, and it can take a looooong time to beat them even if you keep pounding them, which happened to me my first playthrough.
- Even though you had a surprisingly good execution of this compared to other modders, it was still very lazy and unprofessional to have the Doctor represent Oblivion, and for Ballos to represent Genesis

One thing I wanted to know when I first played this mod was, how much did you test this? It's silly that you consider this mod completed considering how buggy it is. I've gotta admit though, some of the cutscenes in the red tower were pretty darn epic, almost a kind of climax worthy of a Cave Story sequel. The "Be ware of advice from those who would mislead you." was pretty clever too. But other than that, I'd have to say that Shmitz is really the only reason this mod is so popular, and that there was minimal effort on your part. Infact, due to the amount of LunarSoul-glorifying and Shmitz-undercrediting in this mod's fourth wall breakings, I kinda had a bad impression of you as a person before I really got to know you. Now I'm not saying it's altogether a bad thing to revive and make your own continuation of someone else's mod, seeing as how I plan to do the same with Curly Brace's Story. I'm saying that I think you really just made it sound like Shmitz made only a very minor contribution to Jenka's Nightmare. I'm a bit confused on the status of the changes you're going to make. I thought that you were going to change this mod after you finished MS, and then let Andwhy port it then, but he recently put the ports up. Is it that you're going to make all of these changes in Jenka's Nightmare Brotherhood? I honestly think that you should just change this mod if you're going to do that. It would be kinda redundant to make an entirely new mod just to make some changes. It would especially be good to do it to this mod seeing the injustice it serves in my opinion to Shmitz's original work.

Edited by HaydenStudios, 25 March 2012 - 09:26 PM.

Spoiler

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I'd be really great at procrastinating if I ever got around to it.


#1040 25 March 2012 - 06:51 PM

MagicDoors Offline
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Ouch.

Okay, I see your point. I really feel bad about this, most of the things you said I didn't even realize. I really didn't mean to make shmitz look bad, or make myself look better. I do agree that the ending is anticlimactic and that's the main reason why I wanted to fix it.

I'm starting to get doubts about working on this anymore. Do you guys think I should just fix all the glitches, give shmitz the credit he deserves and then just leave JN alone instead of making JNBr?

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R77Doqq.png

Sacred Grounds run: 3'39"0




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