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Community Project Dev Thread [DONE]


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#301 20 May 2012 - 01:38 PM

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Okay I can confirm that the "black part" was a misunderstanding/derp on my part, because for some reason I always thought that this part was always transparent. As I said before, not important at all.

4. Will (try to) fix
6. Eh. I could add some sparkles to the first statue to make it clear they should be interacted with, but I think it's pretty obvious to talk to the one down in the hole seeing as it's the only thing there.

Could you be more specific about what you mean regarding trial and error? The Fall shows you where you'll drop (the first time at least - I could remove the skipflags but I didn't want the scenes to become tedious), and The Trench is pretty easy after the part where you reach the Booster 0.8. I could up the starting HP to 6, but the player would still be screwed if they took a spike to the knee and then had to get through the part with the enemies without getting hit.

Yeah, the Rest station is basically a puzzle area, but I wanted to do something vaguely interesting with the life caps. I decided 18 (with 21 as a bonus) was a good balance for the middle four areas, because that's roughly what they were originally designed around (only ToT and BMMJ had a lot more). The only other part I can think of that's memory-heavy is the first Grit Zone wind section, but once you pass the first part it's rather easy to cheese it, especially with the Legs Shield.


4. I'l try that again when I do it legitimately and see if it happens again. It was very strange, indeed.
6. Now, before we move on, are we talking about the one circled in yellow or in red? Because it is possible to reach the one circled in red without knowing that the one circled in yellow exists.

Most of the beginning up to and including Grit Zone is pretty much trial and error, but I had only 3 HP because I missed the life capsules in the beginning.
And also...
Don'tremovethoseskipflagsinthebegginningohgodnoforgetisaidanything.
Although, there could be something optional such as sign or some other object that the player can go to rather than have it repeat itself every single time.

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.

Okay I made this in less than 3 minutes Sure if you don't know how to get Itoh to turn around then he doesn't have to be in the camera

Edited by ShinyElectricBlueTiger, 20 May 2012 - 01:39 PM.

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#302 20 May 2012 - 01:58 PM

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6. Now, before we move on, are we talking about the one circled in yellow or in red? Because it is possible to reach the one circled in red without knowing that the one circled in yellow exists.


The one in yellow. The one in red is simply used to open the entrance to the next map.

T21rB74.pngdnnPzZY.png


#303 20 May 2012 - 09:31 PM

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Umm... Where is the download link, it says [COMPLETED, TIME FOR PLAYTESTING] in the name.
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#304 20 May 2012 - 10:02 PM

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look @ thred

More things:

I like to take the cool kids route and exit the pyramid with the blade. Any plans to incorporate that? Or will my blade become lost forever when I go into the dream world.

Also I *think* that I might have some solutions to some problems.

Problem: The Fall and health values
Solution: Jack up the starting HP to 7 or 8, but no more than 10. The player still gets to get hit by the spikes once, and the player won't be immensely screwed when he gets to the area with the enemies if the starting HP was 6. This also does not interfere with The Void because the spikes will still be a one-hit-kill (hence "no more than 10")

Problem: Dunc's mod requires too much trial and error to accomplish
Solution: Give the player a gun. This gives the player a way to "feel around" with your gun and locate any platforms. As for spikes, I have no idea. I was thinking of using breakable blocks, but then I remembered that they only use one texture and that would easily go against the idea of a void.

Problem: Player would have no idea that you can interact with the statues. The first one that the player encounters can vary
Solution: Add a statue with sparkles in the beginning of Mayogetsu, to justify that this statue is the first statue and so it can tell you that you can interact with others like it.


Oh and more glitches/errors

When you fall off the bottom of Dunc's mod, you just continue down. Needs a H/V Trigger with the falling death script.
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Edited by ShinyElectricBlueTiger, 20 May 2012 - 10:10 PM.

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#305 21 May 2012 - 12:40 PM

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I have to agree with Hiino. With only 4hp to my name by the time I hit grit zone and a set of spikes that I need to pass through I can't really progress any further in the mod.

As for The Fall, maybe it would be good to keep the health values as is and just add a save point before the monsters? It's too long a stretch to go through all three sections without saving, which makes the map too difficult. The Trench on the other hand is fine as it is difficulty-wise.

Edited by andwhyisit, 21 May 2012 - 10:18 PM.

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#306 22 May 2012 - 06:20 AM

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When you fall off the bottom of Dunc's mod, you just continue down. Needs a H/V Trigger with the falling death script.

It is possible to fall through without dying on the spikes first?

I have to agree with Hiino. With only 4hp to my name by the time I hit grit zone and a set of spikes that I need to pass through I can't really progress any further in the mod.

Yeah I'm definitely adding a terminal in there now.

As for The Fall, maybe it would be good to keep the health values as is and just add a save point before the monsters? It's too long a stretch to go through all three sections without saving, which makes the map too difficult. The Trench on the other hand is fine as it is difficulty-wise.

I think what I'll do is up the starting health to 6 and put a single heart before the enemy section. I would prefer it if the base health were a multiple of 3, because that allows the health capsules in the Rest Station to give equal values.
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#307 22 May 2012 - 10:23 PM

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If you have made it not speed run-y, it might be good if the save was added back into the pyramid (if you haven't done that already)
@LeVoid perhaps make the spikes visible? Not knowing what's going to kill you is a recipe for unfun.

Also put the save inside of the first door.

Edited by Lace, 22 May 2012 - 11:04 PM.

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#308 23 May 2012 - 12:00 AM

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Umm... where exactly is the download link? It says page 32, but there are only 31 pages :muscledoc:
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#309 23 May 2012 - 01:34 AM

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Yeah missing the spikes was probably just me being a cheating bastard and using Doukutsu Trainer to see what was in the end.
And then there was nothing.

Also I'm just going to link this here just because.
Maybe one should be in the OP also so that people don't have to search to find this?

Edited by ShinyElectricBlueTiger, 23 May 2012 - 01:35 AM.

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#310 23 May 2012 - 07:57 AM

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If you have made it not speed run-y, it might be good if the save was added back into the pyramid (if you haven't done that already)

You mean the one on the lowest enemy floor? I never removed that :toroko2:

Maybe one should be in the OP also so that people don't have to search to find this?

I couldn't figure out where to fit it in :x It also really shouldn't be that hard for anyone to find, especially if they've been keeping even half an eye on the thread.
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