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a fun mod i made... SetFree


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#1 11 April 2011 - 09:42 PM

Voyce Offline
Um... Chosen One? Yeah that'll work. : P
"Huzzah!"
Join Date: 18 Feb 2011
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Posts: 210
 

i just started making this mod three days ago. i know nothing about assembly and i tried to learn some modding myself... got into some problems with scripting and wedge of cheese got me to understand what was wrong and how to fix it... thanks man.
i even heavily compressed the RAR file, so instead of 4MB its just 800KB.

SetFree 1.04 http://www.mediafire...e9d2d2leqmu6ve1
SetFree 1.05b http://www.mediafire...9o1icu513ldff3v
SetFree 1.06c http://www.mediafire...t3lphtfa2l5v348

22 HP profile - http://www.mediafire...mt6wd98uvr24t9y

EDIT : theres a bug that if you die without a profile, theres no script so there will be a fix to that shortly!.
FIXED
crud... now theres a tile missing on start point.
FIXED
critter attack while taking a chest
FIXED
map system un-openable on W
FIXED
no exit tiles & no tiles at all
FIXED

its based on the endless corridor mod. i had fun doing it, i thought i should make something longer... i love these kind of arcade mods.
give it a try :D... if there are any spelling errors please notify me and if there are any script errors please do that too (except that in hermits house, instead of the horizontal / vertical trigger i could use the transmission script... i know that).

i am proud to present to you ... SetFree 1.05!
its an awesome version!
i believe bugless. for me it worked like a charm.
some parts are hard... but when you get the hang of it its ok.
note - i deleted the save spot in the start point, when you talk to the sign, it saves.
youll understand in the almost end of this demo why...
also - new weapon :)
check it out...

1.06 -
- the mod will look more professional. instead of just a cold looking square full of block type of thing... it would feel more like the original First Cave.
already got the First Cave in my mod like that. what i have left is the shack... and than just making the maps straight up like that.

-more maps
mimiga village connected maps.

-mimiga village booster 2.0 design

-another watch

screenshots -
Spoiler


EXCEPT FOR THE 22 HP SAVE I INCLUDED, OTHER SAVES FROM 1.04 ARE PROBABLY NOT COMPATIBLE.

#2 11 April 2011 - 10:30 PM

Tpcool Offline
NOT Tornado Man
Bobomb says: "I need a hug!"
Join Date: 24 Jan 2011
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When I got the beam watch the game was still going on in the background so I got hurt D:
And Sacred Grounds is in the beggining cutscene for whatever reason.
And those traps! ARGHSES.
Do like, though.
Tpcool's Development: Last updated 05-04-13
 

WOW!!!!...way to kill the theory..Paul


#3 11 April 2011 - 10:42 PM

Ollie Offline
2kool
"In Soviet Russia, graves keep YOU!"
Join Date: 20 Oct 2010
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This is pretty cool. Too bad I had to cheat to get to the end because I was frustrated, and I didn't feel like dying so many times, which means it has pretty high difficulty. Now for some things.

-Is there a reason for the Energy Crystal things in the Start Point?
-Are you supposed to abuse the bats at the beginning of the First Cave to get the Map System?
-When getting the Map System, you might want to do an <EQ+0002(?), because you can't press Q to use it.
-There are some parts that I just can't seem to be able to get past without hurting myself.
-At the end of it, when you talk to the sign, you should put a <NOD before the <END, because the message goes away as soon as the last letter appears.

That's pretty much it, great work!

:J

cool.png

 

How 12 can you even be

 

 


#4 11 April 2011 - 10:42 PM

Voyce Offline
Um... Chosen One? Yeah that'll work. : P
"Huzzah!"
Join Date: 18 Feb 2011
Location:
Posts: 210
 

When I got the beam watch the game was still going on in the background so I got hurt D:
And Sacred Grounds is in the beggining cutscene for whatever reason.
And those traps! ARGHSES.
Do like, though.


the normal cutscene doesnt fit because it has nothing to do with the mod... since it has no story at all... as i said, its an arcade mod... ill probably change it tho.

and about those critters still goin around, ill figure out what to do with them... i have no idea how to work this out yet, but im gonna keep trying.


This is pretty cool. Too bad I had to cheat to get to the end because I was frustrated, and I didn't feel like dying so many times, which means it has pretty high difficulty. Now for some things.

-Is there a reason for the Energy Crystal things in the Start Point?
-Are you supposed to abuse the bats at the beginning of the First Cave to get the Map System?
-When getting the Map System, you might want to do an <EQ+0002(?), because you can't press Q to use it.
-There are some parts that I just can't seem to be able to get past without hurting myself.
-At the end of it, when you talk to the sign, you should put a <NOD before the <END, because the message goes away as soon as the last letter appears.

That's pretty much it, great work!


1. yes there is and you will see it on the next demo.
2. no. you might wanna check the map system to see how exactly to reach it now that you have got it.. haha. (check the hint on first post)
3. thank you... i didnt know why this happened actually.
4. except for the critters, that will be fixed in a minute, such part doesnt exist.
5. there is <NOD<CLR<END . you probably just clicked fast... since its on <TUR .

#5 11 April 2011 - 10:44 PM

Ollie Offline
2kool
"In Soviet Russia, graves keep YOU!"
Join Date: 20 Oct 2010
Location: LocationWherein :J lies
Posts: 684
 

and about those critters still goin around, ill figure out what to do with them... i have no idea how to work this out yet, but im gonna keep trying.


You could put a <PRI there to FREEZE TIME.

:J

cool.png

 

How 12 can you even be

 

 


#6 11 April 2011 - 11:04 PM

Voyce Offline
Um... Chosen One? Yeah that'll work. : P
"Huzzah!"
Join Date: 18 Feb 2011
Location:
Posts: 210
 

You could put a <PRI there to FREEZE TIME.


i thought <KEY and <PRI are the same thing. turns out i was wrong. anyway i fixed it even better.

#7 12 April 2011 - 02:30 PM

cultr1 Offline
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Screenies plox

#8 12 April 2011 - 03:53 PM

Voyce Offline
Um... Chosen One? Yeah that'll work. : P
"Huzzah!"
Join Date: 18 Feb 2011
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Screenies plox


added.

#9 12 April 2011 - 05:18 PM

Noxid Offline
a2_a2
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I just finished 105, and I have two key complaints
1) I really don't like having to sit through that Hermit's house cutscene every time I die to a press. Please, add some skipflags.

2) This maneuver is only barely humanly possible. I had to slow down the game to 12 fps to make it. It's the press I would have just passed to get to the point I'm standing at:
Spoiler


Another minor thing is that it would be nice if these maps had backgrounds. Overall, it's not too bad. Some of the sections are more tedious than challenging (navigating narrow passages) but it wasn't too bad.

kss-button.png azarashi-button.png mahinbuttongif2.gif balbal-button.png
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#10 12 April 2011 - 05:24 PM

Voyce Offline
Um... Chosen One? Yeah that'll work. : P
"Huzzah!"
Join Date: 18 Feb 2011
Location:
Posts: 210
 

I just finished 105, and I have two key complaints
1) I really don't like having to sit through that Hermit's house cutscene every time I die to a press. Please, add some skipflags.

2) This maneuver is only barely humanly possible. I had to slow down the game to 12 fps to make it. It's the press I would have just passed to get to the point I'm standing at:

Spoiler


Another minor thing is that it would be nice if these maps had backgrounds. Overall, it's not too bad. Some of the sections are more tedious than challenging (navigating narrow passages) but it wasn't too bad.


are you serious?
it isnt that hard... i nail it every time.
and if you can... please teach me how to make skipflags.
ill upload a video of me doing the shack (also a spoiler for the new designs).



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