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Cave Story - Redesign v0.50.6


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#141 25 January 2012 - 07:02 PM

sexplosive Offline
i bleed it out digging deeper just to throw it away
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the new fireball block effect is really cool 0.0
e. in malco's first dialoug, right when he's talking about the fireball, he says is'nt instead of isn't.

Edited by sexplosive, 26 January 2012 - 06:09 PM.


#142 28 January 2012 - 01:21 AM

Dubby Offline
Um... Chosen One? Yeah that'll work. : P
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It's fixed this version, despite the readme not saying so. Sorry, I forgot to put it in there.

January 28th, 2012 - v0.39.7 release.
- Added the missing puppy. (Sorry, my bad)
- Moved sparkler chest so it's no longer possible to 'accidently not find it before completing jenka's puppy quest'.
- Fixed the break away bricks in [sand2] that looked like skulls during the cutscene.
- Fixed minor cutscene bug with Jenka if the player activated the first puppy before talking to her while carrying the second puppy.
- Fixed being able to bring puppy back to mimiga village.

Edited by Dubby, 28 January 2012 - 07:04 PM.


#143 04 February 2012 - 04:56 AM

sexplosive Offline
i bleed it out digging deeper just to throw it away
"In Soviet Russia, graves keep YOU!"
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I have to say, I really love the jump boots. totally awesome.

the flying bugs in sand zone get caught on the thin platforms sometimes
that's about it? this is really shaping up to be a lot of fun. thereis definatly a more "metroid" feel to the game with all these unlockables and secondary paths etc.

Edited by sexplosive, 04 February 2012 - 04:57 AM.


#144 05 February 2012 - 01:15 AM

The Brass Offline
Lurking in the Shadows
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I have explored every corner of the caves, attained 57 health and 32 missiles, ran into multiple unfinished secret paths and joke signs... but two questions remain unanswered.

1. What is the widowmaker's lair? The game thinks I have beaten it, as the hole in the Power Room revealed. Did it have something to do with the acid-filled hell below egg corridor?

2. Where the hell is the Blaze Blaster? Others seem to find it just fine, I just can't. The cavern is getting too big to search, and everywhere I look is either a lesser upgrade or a fake-out.

FOUND IT! I guess I didn't look everywhere, that was pretty easy to get to once I spotted the location on the map.
Instead, can you tell me what's the recommended ammo for this thing?

Edited by The Brass, 05 February 2012 - 04:38 PM.


#145 05 February 2012 - 04:06 AM

seren Offline
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Did the bushlands upper-area plunge to the bottom of the map ever get fixed? I think it was reported earlier in this thread. It is game breaking.

#146 08 February 2012 - 06:23 PM

Dubby Offline
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Updated for the first installment of the Labyrinth. Be sure and look through the version notes, quite a lot was done this patch.


1. What is the widowmaker's lair? The game thinks I have beaten it, as the hole in the Power Room revealed. Did it have something to do with the acid-filled hell below egg corridor?


The widowmaker's lair is now inaccessable, but it was the room in the graveyard that was high up off the ground. Inside is a one on one showdown against (iirc) six widowmakers. Widowmakers appear inside the catacombs rarely. They look like the gravekeeper in the graveyard, but are darker and carry a golden blade. They move considerably faster, and swing much, much faster. With only pre-labyrinth items, they are very tough to kill.

2. Where the hell is the Blaze Blaster? Others seem to find it just fine, I just can't. The cavern is getting too big to search, and everywhere I look is either a lesser upgrade or a fake-out.
FOUND IT! I guess I didn't look everywhere, that was pretty easy to get to once I spotted the location on the map.
Instead, can you tell me what's the recommended ammo for this thing?


The blaze blaster has been moved to the Labyrinth now. It's fairly easy to find, since obtaining it unlocks several passages. The fireball weapon has no ammo item, and will not have an ammo item. You will be able to find fireball expansions however, that will increase the max ammo by 25 per expansion.

Did the bushlands upper-area plunge to the bottom of the map ever get fixed? I think it was reported earlier in this thread. It is game breaking.


Bushlands? Do you mean Grasstown? I'm not aware of any out of bounds problems with the grasstown maps. There may of been one earlier in development, but if so then it's long since been fixed.

#147 09 February 2012 - 01:46 AM

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This is a very impressive mod, I love the huge levels and the extra parts of dialogue. Wow, King is nasty :)

The bat swarm fight was really cool.
The second Balrog fight I found frustrating - it's hard to control yourself with those randomly moving green things that push you, and Balrog throws balls that push you and block missiles. I found him much harder than any other boss I've seen in this game.
The mega missile is a nice touch, especially the way it looks. I had no idea you could mod the W key like that.
The sand worm fight is an awesome idea, but I think the execution could be tweaked a bit. Right now, I can defeat by just standing at the bottom and firing upwards, ignoring everything else in the room. Sure, I'll get hit, but all those blobs drop powerups anyway, so I end the battle with a L3 gun and almost full health.
Sparkler is very useful.
Frenzied Toroko was a pushover, she dropped within seconds by just focus firing with the dual autogun. Curly was also very easy.
It's funny when you drop into big spikes while carrying the reserve tank, and end up taking 999 damage followed by 1998 damage.

Small bugs in the version you just put up today:
I'm seeing some odd-looking bucket sprites in Yamashita Farm.
In the Curly fight you can jump to the top floor and just drop down fireballs, I doubt that was the intent.
The missile upgrade at the end of catacombs respawned when I entered the area again from the top.
I found Kazuma by accident, I had no idea he was in that weeds level. Perhaps this needs a hint?
In the catacombs, I reached the right side of the level; there I could walk off-screen, and proceeded to fall to the bottom, get pushed all the way to the left of the level, and drown. That was odd.
Occasionally, mega missiles will fly through a missile block without affecting it.
Considering I just dropped down a canyon, I'm wondering why I can't just jump off the Sand Zone lookout? It's not all that high.
I wonder why enemies drop autogun ammo considering it refills itself really fast? I've had a few times where I was farming for experience triangles and all enemies I killed dropped an autogun refill instead, that was kind of annoying.

And right now I'm stuck in the first room of the Labyrinth. I suppose I need to jump high and use the two Sparkler shots to boost myself to the next platform, but I can't get high enough. I had the same problem with the save point in the west-most Sand Zone, I just can't reach the platform even with the Sparkler. Am I doing something wrong here?

So anyway, awesome work and keep it up! These are just small bugs, I don't mind them but I figured you might like getting bug reports.

#148 09 February 2012 - 02:16 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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This is a very impressive mod, I love the huge levels and the extra parts of dialogue. Wow, King is nasty :)

The bat swarm fight was really cool.
The second Balrog fight I found frustrating - it's hard to control yourself with those randomly moving green things that push you, and Balrog throws balls that push you and block missiles. I found him much harder than any other boss I've seen in this game.
The mega missile is a nice touch, especially the way it looks. I had no idea you could mod the W key like that.
The sand worm fight is an awesome idea, but I think the execution could be tweaked a bit. Right now, I can defeat by just standing at the bottom and firing upwards, ignoring everything else in the room. Sure, I'll get hit, but all those blobs drop powerups anyway, so I end the battle with a L3 gun and almost full health.
Sparkler is very useful.
Frenzied Toroko was a pushover, she dropped within seconds by just focus firing with the dual autogun. Curly was also very easy.
It's funny when you drop into big spikes while carrying the reserve tank, and end up taking 999 damage followed by 1998 damage.

Small bugs in the version you just put up today:
I'm seeing some odd-looking bucket sprites in Yamashita Farm.
In the Curly fight you can jump to the top floor and just drop down fireballs, I doubt that was the intent.
The missile upgrade at the end of catacombs respawned when I entered the area again from the top.
I found Kazuma by accident, I had no idea he was in that weeds level. Perhaps this needs a hint?
In the catacombs, I reached the right side of the level; there I could walk off-screen, and proceeded to fall to the bottom, get pushed all the way to the left of the level, and drown. That was odd.
Occasionally, mega missiles will fly through a missile block without affecting it.
Considering I just dropped down a canyon, I'm wondering why I can't just jump off the Sand Zone lookout? It's not all that high.
I wonder why enemies drop autogun ammo considering it refills itself really fast? I've had a few times where I was farming for experience triangles and all enemies I killed dropped an autogun refill instead, that was kind of annoying.

And right now I'm stuck in the first room of the Labyrinth. I suppose I need to jump high and use the two Sparkler shots to boost myself to the next platform, but I can't get high enough. I had the same problem with the save point in the west-most Sand Zone, I just can't reach the platform even with the Sparkler. Am I doing something wrong here?

So anyway, awesome work and keep it up! These are just small bugs, I don't mind them but I figured you might like getting bug reports.


For the first area in the Labyrinth, you need to fire down while in the air and holding the jump button. You should have at least two sparkler shots available by the time you get to the Labyrinth. I've tried to make sure that it's possible to get out of the hole with only one shot available.

The powerups that enemies drop are based on what quote actually needs. If you're in need of missile ammo, they'll drop missiles more often. Or health, if you're hurt, etc.

I may allow players to jump off the lookout later, but the idea was to 'require' the Curly encounter.

I know about the missile thing, it's an issue with how pixel's original code calculates projectile position and tile edges.

I'll investigate where it is in the Catacombs that this occurs, as well as the missile powerup thing.

Thanks for pointing out the bucket sprite thing, I completely forgot about placing buckets in the farm.

The way the boss fights are designed is they are fairly difficult until you learn the tactic for beating them. For Igor, for instance, the tactic is to -not- jump out of the way when he lunges at you. For the second Balrog fight, there are several tactics you can use to your advantage. The first is to get him to drop into one of the two holes in the room (where his projectile spam is fairly harmless), and spam him while he's in the air. The second is to actually ride on top of him, and get higher up, out of the way of the spam he throws, as you can stand on top of the rafters in the ceiling. The Curly fight is supposed to be easy, though. Toroko will be tweaked more once her and King's scene is better developed (note that this will involve Sue's Locket, back in the reservoir.) Thanks for pointing out the ease of the Sand Worm fight. With recent changes to many elements of the combat, I may need to go into their code and program the little blobs to selectively set their EXP value to 0 at random - which would reduce the in-battle loot, but not eliminate it completely.

As for Kazuma, yes the shelter is in The Weed, in Grasstown. Sue talks about Kazuma being in Grasstown, and if you talk to the residents in Grasstown, one of them will tell you about a shelter (iirc).

Edit: Okay yeah, I see what you were talking about in the catacombs. I forgot to replace those tiles with speed booster blocks. Whoops.

Edited by Dubby, 09 February 2012 - 02:18 AM.


#149 09 February 2012 - 12:20 PM

Radiant Offline
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Okay, I tried the Labyrinth again; it helps if I keep holding down the jump button while sparklering, but I still cannot do those jumps with any degree of consistency. They work for me about one time out of ten, failing the other nine. And since I need several such jumps in a row (and a mistake can drop me back down), this is rather frustrating.

Oh yeah, minor detail: I found myself wanting to turn the music off in certain areas, because some of the calm, and very short songs get repetitive when used in a huge action area like the Sand Zone.

#150 09 February 2012 - 08:57 PM

Dubby Offline
Um... Chosen One? Yeah that'll work. : P
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Alright, this is how to do it:

Spoiler




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