EDIT:
Firstly this mod is dead, i don't want to work on it ever again. So this is the final version.
Secondly about this GAME, it's a remake of the normal game so the plot is the same (i think i made one or two changes that i just couldn't resist... talk to jack when sue's locked up). The dificulty is scaled up, but not to the point where every failed jump = falling on death spikes like every other hard mod. You sometimes have to do things that you didn't necissarily know where possible from playing normal cave story, awkward jumps, riding monsters, crap like that. There is no sprite, music, npc, or weapon editing because this mod came before that shit.
Third i actually DID touch up this final version but just to take out all the dead ends. Unfinished areas have been removed.
http://www.dropfiles... Mode Final.rar
If you've done everything you will have...
Map system
Silver locket
Arthur's key
ID card
Gum key
Charcoal
Jellyfish juice
Explosive
Mimiga suit
Whimsical star
Alien medal
50 spur ammo (if u pick spur everytime, like u should)
40 life
Access to bubbler, fire ball, and snake
The puzzle in the execution chamber is really gay, so here's the solution.
2341 or 2314
Go up on either side
2413
Also this whole game would be really gay with out the map system so be sure to get it. You CAN travel from mimiga village to first cave, so go back when u have more life.
Want to play my edited game?
Started by SeriousFace, Jan 27 2006 10:12 PM
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184 replies to this topic
#1
27 January 2006 - 10:12 PM
#2
28 January 2006 - 03:02 AM
Holy crapples, talk about your difficult edits. Hard as hell, but great, of what little I've played. I got to end of the resevoir. Great idea with the life capsule. But jesus, it's hard to get back up
But yeah, it plays good, and you've applied some great ideas. You have pretty damn good level design skills. We seriously need to figure out how to fix the ennemy sprites, though. This really makes me want to start my game edit now ^^
#3
28 January 2006 - 06:17 AM
So. Starting off, the first cave is AWESOME. Though there are very many ways to die, for example spikes, or spikes, it's fun and fulfilling to complete. The save points are happy.
The Mimiga Village is nice, what with the missile launcher at the top.
And then, the reservoir. *(&^. Missile expansion, that's fine. But... No. Glitched sprites make me want to cry, and inflict physical pain upon you. It's not even hard, because your Polar Star and Missiles are easily level 3 when you enter. Played through, decided not to get the life capsule, left. However. If you save, when you come back, an enemy hurts you immediately. This is bad.
Graveyard. Looks nice... Ow. The knife guys didn't do 10 damage before, did they? No Ma Pignon door, I notice... And that hole. Hmm.
Labyrinth H. I love you again. This place absolutely rules. Except for the save point crap again. After that happened to me a few times, I hacked myself to 255 hp, and ignored the enemies. And that's way too much trouble to go through for 5 hp and missiles.
Egg Corridor. Mixed feelings here. The electric enemies look really bad floating in the air like that. The puzzles where you have to jump on the behemoths are good. But pretty soon it starts getting more frusterating than hard. The deathtraps don't need to be interlaced like that. But my BIG problem with this... The save point next to Egg #2. Save there. Reload game. Find electric enemy starting in your face. You essentially either make them start the game over with this, or force them to edit their profile to have more than 100 hp. And that is bad. Really really bad. Oh, halfway through here I decided I didn't care about doing it the less-cheating way, so I gave myself the Spur and a Super Missile launcher with unlimited ammo. And 9999 hp. Because it was that annoying. And sentence fragments.
So it starts out more fun than hard, but it gets %$^%, then it becomes more hard than fun. All in all, this is really great, but it should be toned down a bit with all the instant death. And the &^%*&^%. Keep going with this, it'll be wonderful when it's finished. I trust you.
The Mimiga Village is nice, what with the missile launcher at the top.
And then, the reservoir. *(&^. Missile expansion, that's fine. But... No. Glitched sprites make me want to cry, and inflict physical pain upon you. It's not even hard, because your Polar Star and Missiles are easily level 3 when you enter. Played through, decided not to get the life capsule, left. However. If you save, when you come back, an enemy hurts you immediately. This is bad.
Graveyard. Looks nice... Ow. The knife guys didn't do 10 damage before, did they? No Ma Pignon door, I notice... And that hole. Hmm.
Labyrinth H. I love you again. This place absolutely rules. Except for the save point crap again. After that happened to me a few times, I hacked myself to 255 hp, and ignored the enemies. And that's way too much trouble to go through for 5 hp and missiles.
Egg Corridor. Mixed feelings here. The electric enemies look really bad floating in the air like that. The puzzles where you have to jump on the behemoths are good. But pretty soon it starts getting more frusterating than hard. The deathtraps don't need to be interlaced like that. But my BIG problem with this... The save point next to Egg #2. Save there. Reload game. Find electric enemy starting in your face. You essentially either make them start the game over with this, or force them to edit their profile to have more than 100 hp. And that is bad. Really really bad. Oh, halfway through here I decided I didn't care about doing it the less-cheating way, so I gave myself the Spur and a Super Missile launcher with unlimited ammo. And 9999 hp. Because it was that annoying. And sentence fragments.
So it starts out more fun than hard, but it gets %$^%, then it becomes more hard than fun. All in all, this is really great, but it should be toned down a bit with all the instant death. And the &^%*&^%. Keep going with this, it'll be wonderful when it's finished. I trust you.
#4
28 January 2006 - 06:33 PM
Firstly thanks for playing my game guys, I appreciate you taking the time to help me out. Thx yo.
oatmeal1209:
Glad you enjoyed it, and glad you thought it was hard, looks like I'm doing alright so far. As for the enemy sprites in the resevoir GRRRRRRRRRRrrrrrrrrrrrrrrr you have no idea how pissed i was when that happend. I had the ENTIRE level done then came time to add all the enemys I had planned for... I cried when none of them worked, even the damn enemys from the grave yard don't work... ahh it was infuriating. Anyway later when I'm more familier with the system maybe there will be a way to fix that kind of thing. I sincerely hope there is because it would open up ALOT more possibilities. If you do start up your own game, I'll help you with it however i can.
Koneko:
I had to put a save before the falling part because chances are you'll have 3 hp when you get there. It's possible to have more... but, I think I hid the first life up a lil too well. Though when I get around to puting in the hint on the map system text, more people will have enough life to live thru 1 spike hit.
About the 2nd last save in the resevoir... Yea, it's definatly too close to enemy spawns, if you save there with 1hp, you are pretty much dead... This would be a serious problem, exept for the fact that there shouldn't be a save there. When I playtested that part, the water spiting fish used as platforms were invisable... so... jumping across invisable platforms with death below... yea, there has to be a save there. However when I tested again, you could see the fish, making the save there unnecissary. So, thx for reminding me about this. However depending on how hard everyone thinks that jump puzzel is, I may move the save to where the recharger thing is. I want to take that out aswell because the enemys are no threat when you have unlimited missles.
Hehe I wish I could change the damage things do, you bet I would make the bubbler worth a damn... But, the grave keeper was always that strong. As for the Ma Pignon door, thats the 1st door in atombombe, jump over the crushers. Will be REALLLLLLLLLLLLLLLLY hard to get back to, but possible with booster v2. Getting to hell will require hard work, Im thinking about making that part easier, but I have yet to think of an effective way of spliting up those crushers.
Labyrinth H so far is the funnest part i've made. I have NO idea what i did to make the last 6 moving blocks only activate when you touch them... but I LOVE IT! Makes that part alot more fun. Again the save point here is close to a bunch of enemys, its possible to juke them if you go right quickly, but it definatly raises the question of difficulty vs fun. I hate when games reward you for restarting, and this is kind of that type of situation. Load game, get hit, Load game again untill you don't get hit. Bah... I dislike that, maybe i'll move the save in the 1square tunnel leading into the room its in now. The flying roach and the roach warrior to the left might be able to hit u tho. Hmm... I'll definalty find a better place for it.
That save was the last thing I added to egg corridor, after realizing how annoying the part before it was. Obviously I never tested it, but i see exataly why it's a prob. I'll find a way to have a save around there that dosn't start you off dead. Okay, so you said exactally what I was thinking bout the last behemoth part. Forcing you to jump over the basil, I think is really to much. The timing on the behemoth jumping feels kind of random, and I'll be proud of anyone who can do it consistantly, SO I thikn i'll change that part to jumping over 5 dmg spikes, instead of the instant kill. Punishing you for failing to do something that just feels random, is just mean. I'm sorry.
About the air basils, yea they look wierd, but, I like the part where you need to dodge all 4 of em
Thanks for trusting me, I'll try not to let you down.
Aight thanks again for the comments, I'll get right to work on fixing them problemzors.
oatmeal1209:
Glad you enjoyed it, and glad you thought it was hard, looks like I'm doing alright so far. As for the enemy sprites in the resevoir GRRRRRRRRRRrrrrrrrrrrrrrrr you have no idea how pissed i was when that happend. I had the ENTIRE level done then came time to add all the enemys I had planned for... I cried when none of them worked, even the damn enemys from the grave yard don't work... ahh it was infuriating. Anyway later when I'm more familier with the system maybe there will be a way to fix that kind of thing. I sincerely hope there is because it would open up ALOT more possibilities. If you do start up your own game, I'll help you with it however i can.
Koneko:
I had to put a save before the falling part because chances are you'll have 3 hp when you get there. It's possible to have more... but, I think I hid the first life up a lil too well. Though when I get around to puting in the hint on the map system text, more people will have enough life to live thru 1 spike hit.
About the 2nd last save in the resevoir... Yea, it's definatly too close to enemy spawns, if you save there with 1hp, you are pretty much dead... This would be a serious problem, exept for the fact that there shouldn't be a save there. When I playtested that part, the water spiting fish used as platforms were invisable... so... jumping across invisable platforms with death below... yea, there has to be a save there. However when I tested again, you could see the fish, making the save there unnecissary. So, thx for reminding me about this. However depending on how hard everyone thinks that jump puzzel is, I may move the save to where the recharger thing is. I want to take that out aswell because the enemys are no threat when you have unlimited missles.
Hehe I wish I could change the damage things do, you bet I would make the bubbler worth a damn... But, the grave keeper was always that strong. As for the Ma Pignon door, thats the 1st door in atombombe, jump over the crushers. Will be REALLLLLLLLLLLLLLLLY hard to get back to, but possible with booster v2. Getting to hell will require hard work, Im thinking about making that part easier, but I have yet to think of an effective way of spliting up those crushers.
Labyrinth H so far is the funnest part i've made. I have NO idea what i did to make the last 6 moving blocks only activate when you touch them... but I LOVE IT! Makes that part alot more fun. Again the save point here is close to a bunch of enemys, its possible to juke them if you go right quickly, but it definatly raises the question of difficulty vs fun. I hate when games reward you for restarting, and this is kind of that type of situation. Load game, get hit, Load game again untill you don't get hit. Bah... I dislike that, maybe i'll move the save in the 1square tunnel leading into the room its in now. The flying roach and the roach warrior to the left might be able to hit u tho. Hmm... I'll definalty find a better place for it.
That save was the last thing I added to egg corridor, after realizing how annoying the part before it was. Obviously I never tested it, but i see exataly why it's a prob. I'll find a way to have a save around there that dosn't start you off dead. Okay, so you said exactally what I was thinking bout the last behemoth part. Forcing you to jump over the basil, I think is really to much. The timing on the behemoth jumping feels kind of random, and I'll be proud of anyone who can do it consistantly, SO I thikn i'll change that part to jumping over 5 dmg spikes, instead of the instant kill. Punishing you for failing to do something that just feels random, is just mean. I'm sorry.
About the air basils, yea they look wierd, but, I like the part where you need to dodge all 4 of em
Thanks for trusting me, I'll try not to let you down.
Aight thanks again for the comments, I'll get right to work on fixing them problemzors.
#5
28 January 2006 - 08:35 PM
Do you mean THIS life capsule?

Because if there's one before that, you have defeated me.
Oh, and how do you make the life capsules actually work? Mine somehow are not collectible.

Because if there's one before that, you have defeated me.
Oh, and how do you make the life capsules actually work? Mine somehow are not collectible.
#6
29 January 2006 - 02:40 AM
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I haven't played this remake yet, although I intend to. It sounds good, Serious. XD
Koneko: To make your life capsules work, you not only need to put the life-capsule icon in the map, but it needs to have a "TSC Script Index" associated with it that points to (references) something in your TSC that indicates what to say when you pick up your life-capsules and how much HP you get. Normally, they say "Got a =Life Capsule=!", etc, etc. To see an example of some of the TSC I'm talking about, open up the TSC file of one of the maps that has a life capsule using Sue's Workshop.
EDIT: Oh, and about this enemy glitch. Are the enemies appearing, like, non-existant except for little pieces of "static" or pieces of other enemies stuck to each other? I think that's because the pxe file only loads a certain enemy image file and tries to take the image off of there (that's why sometimes the enemy will be mushrooms stuck together or nothing at all). Some pxe files (like the reservoir, I think) don't even LOAD the enemy image file, because there aren't supposed to be any enemies there! In any case, I'm pretty sure we can edit which enemy image is loaded for each level, but I'm not sure if that's in the pxe file or the actual executable.
Koneko: To make your life capsules work, you not only need to put the life-capsule icon in the map, but it needs to have a "TSC Script Index" associated with it that points to (references) something in your TSC that indicates what to say when you pick up your life-capsules and how much HP you get. Normally, they say "Got a =Life Capsule=!", etc, etc. To see an example of some of the TSC I'm talking about, open up the TSC file of one of the maps that has a life capsule using Sue's Workshop.
EDIT: Oh, and about this enemy glitch. Are the enemies appearing, like, non-existant except for little pieces of "static" or pieces of other enemies stuck to each other? I think that's because the pxe file only loads a certain enemy image file and tries to take the image off of there (that's why sometimes the enemy will be mushrooms stuck together or nothing at all). Some pxe files (like the reservoir, I think) don't even LOAD the enemy image file, because there aren't supposed to be any enemies there! In any case, I'm pretty sure we can edit which enemy image is loaded for each level, but I'm not sure if that's in the pxe file or the actual executable.
#7
29 January 2006 - 10:03 AM
Koneko: Yep thats the first life up.
wppwah: The enemys are made up of sprites from other things. Like, I have the sun guys from sand zone, when you kill them they explode into a bunch of sleeping chaco sprites. So, yea i figured it was an issue with what sprites each individual map is capable of reading. If you have a way to fix this problem I'll be glad to listen to it, although it might take a lil while before i understand what you mean. I suck at computers.
wppwah: The enemys are made up of sprites from other things. Like, I have the sun guys from sand zone, when you kill them they explode into a bunch of sleeping chaco sprites. So, yea i figured it was an issue with what sprites each individual map is capable of reading. If you have a way to fix this problem I'll be glad to listen to it, although it might take a lil while before i understand what you mean. I suck at computers.
#8
30 January 2006 - 04:45 AM
If you look in the map properties in Miza, you can change the sprite sets. It works kinda like tilesets, but you know, for sprites. Maybe if someone could figure out how to edit a custom sprite set, we could get this problem solved...
#9
30 January 2006 - 08:57 PM
Well, I don't have Miza, can you hook me up with somewhere I can get it?
Also if I change the sprites like that will it change all the land sprites? I'd probably need to re-do the whole zone.
Also if I change the sprites like that will it change all the land sprites? I'd probably need to re-do the whole zone.
#10
31 January 2006 - 04:53 PM
Craps, the download link I'm finding all over the place for Miza is broken. I could easily send it to you via email, unless someone can find and post a working download. Anyway, there are a few things different and more convenient in this editor, I find, but Miza coupled with Sue's Workshop makes for a great way to edit the game. As for the map properties feature I mentioned, it's found at the top of your screen as soon as you load the editor, in the form of a "properties" button ^^ In there you can change the tileset, sprite set, background, and a few other things. Just make sure to load the map you actually want to edit first
Have fun!
edit: Oh, and don't worry, changing the sprite set won't affect the floor tiles and stuff, pretty much just the ennemy sprites. But this way only one set of ennemies can be used without the ones that aren't supposed to be there screwing up. Again, it'd be great if somebody found a way to create custom sprite sets. One containing all sprites would be pretty handy...
edit: Oh, and don't worry, changing the sprite set won't affect the floor tiles and stuff, pretty much just the ennemy sprites. But this way only one set of ennemies can be used without the ones that aren't supposed to be there screwing up. Again, it'd be great if somebody found a way to create custom sprite sets. One containing all sprites would be pretty handy...
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