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Cave Story - Redesign v0.50.6


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#1 22 February 2011 - 05:03 AM

Dubby Offline
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Cave Story - Redesign is, as the name implies, a complete redesign of virtually the entire game. The project was started in early January, 2011 and is aimed at incorporating a wide variety of gameplay mechanics not before seen in the [vanilla] version. Exploration plays a key part in progressing through the game, and mechanics are similar in fashion to those seen in franchises such as Metroid, or Castlevania.

Download Cave Story - Redesign v0.50.6

Current Version Information
April 17th, 2012 - v0.50.6 release.
- Fixed issue where entering and then leaving the Labyrinth did not return the Map Tool to a usable-state.
- Added Wall2 (Eastcliff)
- Added some grappling hook blocks to the Egg Corridors.
- Converted Eastcliff Ravine to a night-time tileset.
- Added preliminary Booster v0.8 upgrade to Wall1.
- - - - *(Will be getting recoded in a later patch!)
- Fixed serious issue where the Default Rockets fired by the Missile Launcher had too small of an explosion radius to hit quest trigger blocks in the Egg Observation Room, and The Weed (door to the shelter).


Version History
Spoiler


If you have any questions, comments, suggestions, or complaints, please post them here and I will get back to your inquiry asap.
If you're interested in using any graphics from the mod, please ask before doing so.


Known Issues
- Sometimes, certain enemies slain by a super missile do not drop loot.
- Currently, the Ignore Solid flag on Bullets is broken. This only affects the Blade [thrown] when it is returning to Quote, however.
- Shooting the Autogun while having less ammo than a shot physically fires will still fire the shot, rather than click with an 'Empty!' fx.
- Weapon entries in the item menu spill slightly off screen once you obtain the Grappling Hook. This will be fixed later as it's not exactly game breaking.
- Fireballs do not bounce off of the top of crumble blocks.
- Crumble blocks wiggle slightly when shot.
- Sometimes, a bullet or missile may pass through a block when it should of hit it.
- Currently Chaba only sells the Grappling Hook, his inventory will expand in later patches & as the player progresses through the game.
- When two Horiz(or Vert) Blocks collide, one block may immediately reverse direction and become unresponsive until Quote touches it. While this does not actually cause any complications for progressing through the game, it is an unintended side effect that may or may not be resolved.

- The Grappling Hook can be fired straight down while standing if overlooking a ledge or standing on tiles that can be shot through.
- The Fireball currently has a little trouble triggering some ignitable blocks, depending on the blocks surrounding it.
- When swinging from a grapple block while the Grappling Hook is NOT the current weapon, taking damage causes the chain to blink with Quote.




Special thanks to Noxid & Lace for helping to make this mod possible, and of course, thanks to you guys for helping me by finding bugs!



Screenshots:
Attached File  gameplay008.jpg   150.43K   157 downloads Attached File  gameplay009.jpg   145.71K   121 downloads Attached File  gameplay012.jpg   160.64K   112 downloads Attached File  gameplay018.jpg   121.47K   112 downloads
Attached File  gameplay019.jpg   157.55K   109 downloads Attached File  gameplay017.jpg   152.17K   127 downloads Attached File  gameplay021.jpg   93.91K   114 downloads

Edited by Dubby, 17 April 2012 - 12:42 PM.


#2 22 February 2011 - 10:59 AM

DoubleThink Offline
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Will give a proper post later, but for now, changing the Polar Star to what appears to be a 1x2 hit weapon has really screwed with the enemy hitboxes for some reason. Shots that should normally be hitting Critters fly straight past them, and direct hits often only do 1 damage.
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#3 22 February 2011 - 12:07 PM

Voyce Offline
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this mod looks great.
are you going to change only the maps or also mod weapons / timing etc?

#4 22 February 2011 - 03:45 PM

Dubby Offline
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Will give a proper post later, but for now, changing the Polar Star to what appears to be a 1x2 hit weapon has really screwed with the enemy hitboxes for some reason. Shots that should normally be hitting Critters fly straight past them, and direct hits often only do 1 damage.


The projectile's damage hitbox is 3x3 [lv 1], 3x3 [lv 2], 5x5 [lv 3]. The wall collision size is 2x1 [lv1], 2x2 [lv2], 2x3 [lv3]. Damage is more variadic, Lv1 doing 1-2 damage, Lv2 doing 1-3 damage, and lv3 doing 2-4 damage. There is a slight issue where Lv2 may completely pierce an enemy unintentionally.

I'll see about tinkering with the polar star some more.

this mod looks great.
are you going to change only the maps or also mod weapons / timing etc?


The missile launcher will be changed extensively, and the super missile launcher likely removed entirely in order to make room for more missile projectiles. The weapon will have several significant upgrades that will change the projectile(s) it fires. Ranging from projectile speed, explosive power, cluster missiles etc. There will be a 'super' missile upgrade, but I would prefer to have a secondary fire button for something like that.

#5 22 February 2011 - 04:16 PM

Malpercio Offline
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omfghoihoa holy fucking shit looks so awesome must download now

EDIT: i came. didn't make it far in the Lower Atron, but i ran out of time to keep going for now i have to go to school, will keep playing later but this is awesome
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#6 22 February 2011 - 07:47 PM

Lace Offline
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This mod is slimmmp.
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#7 24 February 2011 - 07:48 AM

Malpercio Offline
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good lord the motherfucking critters *shudder*
nitpick: going from Mimiga Village to Yamashita Farm changes the background color, which screws with the illusion of simply walking in, which is one of the coolest things i've seen in this mod, how multiple maps are used to explore one large area
"Such loyalty to a corpse...
In truth, there is nothing in this world more humorous than a knight."
- "Mad King" Ashnard

#8 24 February 2011 - 08:50 AM

Dubby Offline
Um... Chosen One? Yeah that'll work. : P
"Ha! Ha! Ha! Mega Man is no match for my Mimiga Man!"
Join Date: 21 Jan 2011
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Posts: 248
 

good lord the motherfucking critters *shudder*


Haha! Actually I'm working on fleshing out the critter variety more, and trying to get mini-critters going. Already have a jumbo critter that doesn't fly (but still have the flying one). These staple enemies are re-usable later, because of a hack that modifies an npc flag so if set, the npc has increased health, damage, and exp.


nitpick: going from Mimiga Village to Yamashita Farm changes the background color, which screws with the illusion of simply walking in, which is one of the coolest things i've seen in this mod, how multiple maps are used to explore one large area


Ah, I'd forgotten about that.

#9 24 February 2011 - 02:15 PM

Lace Offline
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myeh I'm stuck at the fly part of egg corridor. (dunt feel like just jumping in front of missile place and continuing)

a few suggestions:
firstly, add skipflags to the cutscenes, especially the one with pachi, where I was too lazy to save after. if you talk to jack twice before toroko is kidnapped, he gets stuck in a loop. if you go far enough to the top of cthuluhuhuhu's place, you can see the background. Toroko never mentions the doctor killing her brother, yet dead he is. and there's prolly others, but I don't remember off the top of my head.


oh yeah: why can you break breakable platforms from beneath/sideways? and shoot them to death?
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#10 24 February 2011 - 02:28 PM

Voyce Offline
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i did some gameplay and recorded it. its on livestream.com/voyce
look on recordings for cave story redesign.
anyway.. theres are more bugs. nothing damages you in the graveyard.
unless you touch the rmushrooms after you just shot them.

when you come out with the pendant toroko doesnt approach to you until only your ahead of her... so you need to get her closer to the door.

and also when you find the strange meat its name on the screen is like @#^%R6346345tfsTG#$W%A.. just when you find it tho.



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