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Community Project Dev Thread [DONE]


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#291 15 May 2012 - 12:13 AM

Dunc2403 Offline
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I know I've taken forever, but if we could all pitch in and get this final part completed as quickly as possible we will finally have our first complete community project and I can move on with my life :koron:


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#292 17 May 2012 - 02:55 AM

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I will see to it that Tyrone gets a copy when it's ready.

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#293 17 May 2012 - 03:28 AM

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I can handle that, I just want him to read my message about achievements first :/
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#294 19 May 2012 - 03:39 PM

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All changes have now been listed; also added in the locations of all the "Takes" I forgot to do last time; probably missed something

My excuse this time: I think I have a sinus infection. This would explain why I'm constantly slightly ill and why it never goes away. Thank goodness the project didn't start while I was still at uni >_>

Regardless, I'm done now. Without further adieu, I present Take 8's master build. It includes a copy of the UDT, as well as versions of the tilesets for Void and Grit Zone that show where the relevant tiles are (just rename them, and remember to change them back afterwards). It's as close to being worth the wait as I could possibly get it, and now everyone can pitch in and contribute once more.

Things to look for/give feedback on:
-Any events that don't appear to work properly/are missing/can be abused
-Anything I left that shouldn't be there (non-functioning code is okay)
-Any inconsistent door effects/fades/<MYD's
-Comments on your own individual areas and how badly I've gutted them
-Difficulty level (as a whole it's meant to be fairly hard)
-Dialogue
-Really anything you can think of

Known errors I need help with:
-The lights on the teleporter in Grit Zone Dust Storm are offset by two pixels to the left
-Falling out of the start of the Tower of Tempest 2F causes a water splashing sound to play; I think this is because the map is so tall, and if there's no way around it I can just fill the floor in with spikes instead
-Things I need to talk to Hiino about
-Things I need to talk to andwhyisit about
-I don't really need help with this, but Map 31 "Don't Go Here" is essentially a replica of the Safe House v2 that I had to abandon because it's the map number that has Ironhead assigned to it, which results in glitchy madness that seems unavoidable

FOR THE LOVE OF BALLOS, DO NOT PRESENT THIS TO TYRONE OR MAKE ANY PERMANENT CHANGES WITHOUT TELLING ME ABOUT THEM

I'm feeling more than a little mentally drained after months of work, even if it wasn't exactly consistent, so try to keep your language reasonable even if you don't like what I've done. I ended up leaving out the individual level selection and speedrun mode, after deciding a while ago that the mod wasn't really designed for them and that it would waste even more time. Like I said, I've done my part for now, so it's up to you lot now - all of you, you don't have to have contributed before this. If you want any more information about what I've changed, please ask about it and I'll get back to you ASAP.

I'm going to bed.
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#295 19 May 2012 - 11:13 PM

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I will just continuously update this file (.doc form by the way) as I play the game. Also when I complete the mod I will post the entire thing onto here [Last Update: 5/19/12 8:51 EST]

Through the 30 min+ that I've played so far (up to and including Grit Zone), I am not very pleased. So far, the mod seems to be a drag to play rather than that you can select from a menu screen and have a good time. Edit: Thanks for Hiino for reminding me, but I feel that the reason why this mod tens to drag is because it has been trial-and-error type of stuff, and that's just never fun in any game.
The problem is, Take 8 is not a challenge mod but rather a full blown Cave Story replacement separated by little challenges. Now, I know that the point of this project was to produce something meaty rather than a bunch of little tiny challenges (and finally get the community to make a project together after the 8th attempt), but that's just me.

Okay it's done. I was tired when making the end so meh. Mostly note/random thoughts/etc

Spoiler

Edited by ShinyElectricBlueTiger, 20 May 2012 - 03:18 AM.

Spoiler


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#296 20 May 2012 - 12:56 AM

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The concept of the room with all the life capsules is cool. The "hidden" map at the beginning is a cool idea too, and overall the game has a lot of good concepts, thanks both to the makers of the areas and to DT's parsing.

But in game, the difficulty is a bit wrong. The areas in themselves aren't that hard, they're fun to play, and all, but there are no refills. At least in the first three areas.
Which means, unless you don't complete the areas perfectly without being hit, you lose your HPs forever. Which is a pretty bad, bad thing, because hey, how am I supposed to continue playing if I save the game after having completed an area with only 1 HP left? That's crazy and adds difficulty in a totally chaotic manner. It isn't user-friendly at all, and even I tried to avoid that in my total clusterfuck of an area.

Also some areas are quite obscure, like the Void (both literally and figuratively) where you can't see spikes, even with the GPS, which means the map is basically blind trial-and-error, as SEBTi said. Also the Sand Zone-like, where I... have to go through spikes (-10HP) to continue? But I saved at the beginning of the area with only 9 HP left, how am I supposed to do it? :|

Well, I think you got the point. It's great but the artificial difficulty has to be removed, so please put refills next to save points :<
Great job nevertheless DT.
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#297 20 May 2012 - 02:27 AM

MagicDoors Offline
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You could just make save points refill your health as well, if you have access to head.tsc. It would be better than having to change each individual map to add a refill station.

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#298 20 May 2012 - 06:22 AM

DoubleThink Offline
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But in game, the difficulty is a bit wrong. The areas in themselves aren't that hard, they're fun to play, and all, but there are no refills. At least in the first three areas.
Which means, unless you don't complete the areas perfectly without being hit, you lose your HPs forever. Which is a pretty bad, bad thing, because hey, how am I supposed to continue playing if I save the game after having completed an area with only 1 HP left? That's crazy and adds difficulty in a totally chaotic manner. It isn't user-friendly at all, and even I tried to avoid that in my total clusterfuck of an area.

There are a reasons for every area where I didn't include terminals:
Spoiler


Also some areas are quite obscure, like the Void (both literally and figuratively) where you can't see spikes, even with the GPS, which means the map is basically blind trial-and-error, as SEBTi said.

It's always been like that and nobody had complained about it before :[ The difficulty is the reason I made it optional, and the only change I can think of that won't completely break the design is to make the regular tiles visible so that the player has to only find where the spikes are. Alternately, you could go yell at Dunc about it :awesomeface:

Also the Sand Zone-like, where I... have to go through spikes (-10HP) to continue? But I saved at the beginning of the area with only 9 HP left, how am I supposed to do it? :|

GRIND

...That was a bit of an oversight. I guess putting a terminal there wouldn't be too bad really, seeing as it's still fairly early in the mod. The difficulty of getting the 21 life might be enough punishment on its own.

Answers @ SEBTi in order:
Spoiler

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#299 20 May 2012 - 10:53 AM

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Actually, in lunarsould's mod, what if the player actually does not encounter the one on the bottom first? Then they're stuck in the top having absoluely no idea, so I feel that the sparkles are necessary in that area.

Okay, I can admit, but I did not get any life capsules in the rest area. In fact, I almost thought that you had to go through most of the game with only 3 health :muscledoc: Yeah I didn't really try, but I didn't really feel that the player shouldn't be punished by redrafting the game or just going through the entire game with 3 health untill they get the expansion for 20 health. My suggestion: add 3 separate H/V triggers near the whole, and one H/V trigger near the hearts or have one/all of the hearts set a flag. Add <FLJXXXX:0000 at the beginning of the 3 H/V triggers, bump and face the character to the left with <MYB (?) and <MYD (?), and have Itoh pester you saying that it is possible/whatever you want him to say. When you reach the exit,...

You know what I'm going to continue this on an actual computer because typing on an iPod is shitty and not fun. I could also give you what I meant by the "black part of the bed" (which is not the fading out)

Spoiler


Spoiler


#300 20 May 2012 - 11:16 AM

DoubleThink Offline
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Actually, in lunarsould's mod, what if the player actually does not encounter the one on the bottom first? Then they're stuck in the top having absoluely no idea, so I feel that the sparkles are necessary in that area.

I meant I would put sparkles on the first statue and only the first statue

Okay, I can admit, but I did not get any life capsules in the rest area. In fact, I almost thought that you had to go through most of the game with only 3 health :muscledoc: etc.

I think I'll wait and see if anyone else has a problem with this first .-. I also don't know how to access Itoh's right-facing sprite so what I can do with him is a bit limited. Probably a basic system message would be best.

You know what I'm going to continue this on an actual computer because typing on an iPod is shitty and not fun. I could also give you what I meant by the "black part of the bed" (which is not the fading out)

Please do
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