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Working on a Mod - Help Needed!


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#1 12 April 2009 - 01:58 PM

Zephryl Offline
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Ok, it's been a while since my last update. I've had to focus on school and there have been some issues with spritesheets not having what I needed. However that has been fixed now and I'm back on track.

This latest update(V0.3) brings a few new areas to the game, as well as a brand new boss. What I really need to know is if the boss is too hard, and suggestions of which music would suit that boss best. Please give feedback~!

The Save File I left before the second boss won't be there in the final version. That was there while I tested aspects of the boss and I forgot to take it out.

Demo V0.3
Demo V0.2a
Demo V0.2
Demo V0.1

Bugs that I need help correcting
Spoiler


Please let me know any bugs you find, or if you think any area is too hard <3

Under Progress:
-The Beginning cutscene
-Bug Fixes
-Music and Sound fixes

Edited by Zephryl, 12 May 2009 - 07:09 AM.


#2 12 April 2009 - 05:28 PM

Lace Offline
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Each map is linkd to a spritesheet, and the enemies take their pics from that spritesheet. If you have the wrong sheet, the pics will come from the same co-ords, but since it's from a different sheet, it will probably just be blocks of other sprites mashed together. For omega, you need the sand zone sheet unless you want him to look funky.

hope that made sense,
lace
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#3 12 April 2009 - 08:45 PM

Celtic Minstrel Offline
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Wait, Omega is linked to a specific sprite sheet, not a specific map? I thought bosses were linked to a specific map...

Well I've got a solution for you: Think before you type. Sheesh...

Some people really need to take this to heart. Not necessarily just the ones it was originally addressed to, either.

Good thing the internet is made of backups


#4 12 April 2009 - 08:52 PM

Lace Offline
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it's a map, but if you don't have the right sprite sheet, it looks messed up.
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#5 12 April 2009 - 09:45 PM

Zephryl Offline
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Then that brings in another problem. I was using the Outer Wall tileset and one of the enemies from the Outerwall but the sprites were still messed up... Am I doing something horribly wrong?

Also is there a way to add spritesheets in that Sue's Workshop can use easily? I'm pretty set on using Omega if it's at all humanly possible x3

Edit: Also since the link in the weapon hacking topic appears to be broken, does anyone know a quick an easy way to stop a weapon reaching 'Level 3' without a specific item?

#6 13 April 2009 - 03:28 AM

Bad Beholder Offline
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Then that brings in another problem. I was using the Outer Wall tileset and one of the enemies from the Outerwall but the sprites were still messed up... Am I doing something horribly wrong?

The answer to this would be to right-click the map name you want to change the sprites for & click "Settings" from the pop-up menu (Since you know how to change the tileset, I'm guessing you already know about this menu, as well).

In the new window's upper right corner, you'll see two NPC options (The one on top is mainly used for enemy spritesheets, such as Outer Wall's "Moon" set. The 2nd one is usually for boss spritesheets, such as Omega's sprites in "Omg").

Also, most (If not all) of the sprites in "Guest", "Regu", & "Sym" are universally used by the game, & do not need spritesheet settings with this option, just the sprite number when placing the NPC on the map (For example, the save point floppy is sprite #16).

#7 13 April 2009 - 05:12 AM

Zephryl Offline
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The answer to this would be to right-click the map name you want to change the sprites for & click "Settings" from the pop-up menu (Since you know how to change the tileset, I'm guessing you already know about this menu, as well).

In the new window's upper right corner, you'll see two NPC options (The one on top is mainly used for enemy spritesheets, such as Outer Wall's "Moon" set. The 2nd one is usually for boss spritesheets, such as Omega's sprites in "Omg").

Also, most (If not all) of the sprites in "Guest", "Regu", & "Sym" are universally used by the game, & do not need spritesheet settings with this option, just the sprite number when placing the NPC on the map (For example, the save point floppy is sprite #16).


Ahhh! Thankyou! I have a standin boss now :D Gotta try and get Omega working there if at all possible though >.<

Edit:
Is it possible to make normal enemies have a big red boss Health Bar?

#8 13 April 2009 - 05:47 AM

whyme Offline
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Edit:
Is it possible to make normal enemies have a big red boss Health Bar?


yws. if you try hard enough.

#9 13 April 2009 - 06:03 AM

Zephryl Offline
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yws. if you try hard enough.


Great. Any idea how? All I've managed to do is make the boss invincible >.<

#10 13 April 2009 - 06:27 AM

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Edit:
Is it possible to make normal enemies have a big red boss Health Bar?

Yes, just set the enemy's event number to a matching script #. In this example-

#0400
<PRI<FL+0101<SOU0022<DNP0400<CMU0016
<MSG<GIT1006Got a =Life Capsule=!<WAI0160<NOD<RMU<ML+4501 [COLOR="seagreen"]<---(Filler event, no relation)[/COLOR]
Max health increased by [COLOR="Red"]OVER 9000[/COLOR]!<NOD<ML+4500<END

[COLOR="blue"]#0500[/COLOR]
<KEY<CMU0015<MSGYou won the battle!<WAI0160<NOD<CMU0025<END[COLOR="seagreen"]<---(This one is the event for the boss)[/COLOR]

#0501<KEY<MSGI can say something here.<NOD
Boss fight follows with BSL.<NOD[COLOR="Blue"]<BSL0500[/COLOR]<CMU0007<END
BSL0500 treats the enemy with a matching event # as a boss. Make sure to give it the "Unknown" flag 0x0200 in the "Edit Flags" button's menu, too, as mentioned in the FAQ's TSC Notepad file.

As soon as the boss is defeated, it will run the event script its number is attached to.

Four numbers must be entered for the <BSL command, but the event # used on the boss's map settings doesn't have to have 4 for it to work.



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