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Curly's Past


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#101 14 February 2012 - 07:25 PM

Duke Serkol Offline
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Ok, some things I should probably note.
I've made it to the ancient cave, and noticed that the text for items isn't bald like it's in the regular CS.

You mean bold? There's a command to do that?

Also, after I open a door, I see the background texture. There should be black there instead.[/spoiler]

An easy fix for this would be to simply change the background of the ancient cave to blackness. It would make it seem more "Cavy" and it would fix it.

Aw crap... I'm not a fan of the black background. Ah well, if it has to be...
But I wonder how I failed to notice all these problems with doors :pignon2:

Yeah ok, I just didn't feel like playing after I got past "Fortress" and then found out I have to go back and through the "Fortress" again. And then I died.
Yeah I could handle the 30+ Basils at once but this? No.

Really? I would have thought the exact opposite.
Anyway, don't blame that on me, I didn't touch that part at all ;)
If it's such a bother, just open the fortress in Cave Edit and cut a path from door to door.

#102 14 February 2012 - 07:36 PM

HaydenStudios Offline
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If it's such a bother, just open the fortress in Cave Edit and cut a path from door to door.

As much as I like Cave Editor, it might not be wise to open this mod up with that editor. This mod was developed using Sue's Workshop. And I've heard that the two editors aren't cross-compatible. I know for a fact that if you open it up with Cave Editor, then again with Sue's, it won't load any maps, but I'm not entirely sure what the consequences are if you try to edit it with CE only after it's been using Sue's.
Spoiler

TUIPMU92_zps98dfcbb2.png

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


#103 14 February 2012 - 07:55 PM

Duke Serkol Offline
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Well, after the early changes to the ending and the inclusion of that particular item (plus some alterations to tunnel and sunken city) everything I've done was with Cave Editor... so yeah, it's perfectly safe to do so.

#104 14 February 2012 - 08:10 PM

HaydenStudios Offline
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Hm... I guess it's just trying to import Cave Editor into Sue's. I'm gonna ask this in the quick questions.
Spoiler

TUIPMU92_zps98dfcbb2.png

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


#105 14 February 2012 - 08:47 PM

JiNXeD Offline
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There's most likely a way to make bold text, yea. But anyway, I got past grass hills. Year 3 now.
EDIT: The Sunken City's map doesn't work.

Edited by JiNXeD, 14 February 2012 - 09:26 PM.


#106 14 February 2012 - 09:40 PM

HaydenStudios Offline
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OH! NOW I remember what it was that I liked that you fixed that I forgot to tell you! Yes, I did like the improved sanctuary as well, but the other thing you fixed that I liked was fixing the sign next to Jenka's house. Before, it didn't use the <TUR command, but I see you added it like in Cave Story. Ah, the Sunken ruins doesn't work? I'll have to see this. Maybe there ARE problems that arise from using both Sue's and CE? As of posting this message, I still haven't gotten a reply in the quick questions thread.
Spoiler

TUIPMU92_zps98dfcbb2.png

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


#107 14 February 2012 - 10:03 PM

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No, I mean the map system at that area is bugged. Also, I just passed the mod.

Edited by JiNXeD, 14 February 2012 - 10:03 PM.


#108 14 February 2012 - 10:07 PM

HaydenStudios Offline
Pretty much the closest I can get to being understood 100%
Bobomb says: "I need a hug!"
Join Date: 31 Dec 2011
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Posts: 835
Age: 16
 

No, I mean the map system at that area is bugged. Also, I just passed the mod.

Oh! That would be because the map is too large. The game engine was never meant to process maps that large. So yeah, you won't be able to use it in that room. Level design is this mod's true weakness. Lot's of wasted open space. Don't worry, you won't have this problem in my continuation!
Spoiler

TUIPMU92_zps98dfcbb2.png

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


#109 14 February 2012 - 10:28 PM

Duke Serkol Offline
Been here way too long...
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Join Date: 26 Jan 2012
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Posts: 274
 

the other thing you fixed that I liked was fixing the sign next to Jenka's house. Before, it didn't use the <TUR command, but I see you added it like in Cave Story.

That's another last minute change, again because I had never realized it needed fixing (I probably only checked the sign the first time I played the mod)... so it's lucky that I chanced another look.

I just passed the mod.

Congrats! Any final thoughts? :)

Oh! That would be because the map is too large. The game engine was never meant to process maps that large.

Oh good, at least this one is sure not to be my fault.

#110 15 February 2012 - 07:19 AM

JiNXeD Offline
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Spoiler


Other than that, a nice mod. I really hope more will be added soon.

In a scale I would give it 8/10.



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