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Community Project Dev Thread [DONE]


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#311 24 May 2012 - 07:03 AM

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Okay so does anybody else have anything add/anything to comment on after Zangetsu? Anything I don't get any feedback on I'm going to have to freeball and there won't be time to make many more changes after the first fix build.

EDIT: Also I do kind of need that teleporter light problem fixed or at least looked into so I know if I need to think of another gimmick :<

Edited by DoubleThink, 24 May 2012 - 07:44 AM.

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#312 24 May 2012 - 10:18 AM

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The only problem with the second half that I remember off the top of my head was that I found it somewhat questionable/weird (in the Pipe Maintenance area) to have a block that dissapears because of a H/V Trigger but then you have two blocks that looks exactly like an earlier block that requre the shot of your snake.
Also is there a proper ending to this mod or am I not looking hard enough?

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#313 24 May 2012 - 03:28 PM

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The only problem with the second half that I remember off the top of my head was that I found it somewhat questionable/weird (in the Pipe Maintenance area) to have a block that dissapears because of a H/V Trigger but then you have two blocks that looks exactly like an earlier block that requre the shot of your snake.

Do I need to make the sign more specific?

Also is there a proper ending to this mod or am I not looking hard enough?

Not really, currently Momorin just goes to the Safe House. I'll try to add a conclusion to her dialogue there.
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#314 24 May 2012 - 07:41 PM

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Do I need to make the sign more specific?

Probably!

Also I should note that Cave Story+ does not render the "=" as it did in the original version, as in they are actually rendered as "=" rather than circles.

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#315 31 May 2012 - 12:40 AM

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So, I'm not sure who did what part of this, and I'm pretty late to the party here, and I'm not necessarily going to progress very far too soon. So I'm just gonna go ahead and make suggestions and report bugs for what I've found so far.

Suggestions:

- The beds in that room at the very beginning, it would be nice if you gave them flag 2000 events which have that "Do you want to take a rest?(YNJ)" for the beds, instead of getting question marks.
- Nice what you did with the door at the rest station and not being able to go back through, Posted Image but maybe you could also add another block to the tile set so that the top isn't black.
- Maybe you could add an event for the computer in the rest area next to Itoh so that instead of getting a question mark, it has a flag 2000 event with a message box that says something to the effect of "<MSGWords light up the screen...<NOD<CLR<TURShield up.<NOD<END"
- At the entrance to Grit Zone, is it on purpose that you can't go back to the rest
area? Cause it looks like there's a clear passage back to where I came from.
- There is a significant amount of room for improvement on the Grit Zone's level design.


Glitches:
- The treasure chest in the Grit Zone containing the Machine gun has the open chest entity appearing over the closed chest entity. Instead, the closed chest entity should be appearing over the open chest entity. I think some other chests had this problem.
- Nice with the tiles blocking off when you exit from getting the arms barrier,

Posted Image
but the tile sealing happens regardless of which side you're coming from, or whether or not you've got the Arms Barrier.

Not sure if or when I'll get further, but I guess I just had to contribute at least a tiny bit to this.

Edited by HaydenStudios, 31 May 2012 - 12:40 AM.

Spoiler

TUIPMU92_zps98dfcbb2.png

I'd be really great at procrastinating if I ever got around to it.


#316 31 May 2012 - 05:37 PM

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Hayden: I'd either decided against those things for a reason or they weren't a big enough deal to spend time on. The chests have been fixed, and the wall blocking off wasn't an error (what would it have to do with the Arms Barrier?); however, I moved the trigger over so that it would activate when coming out of either passage.


Anyway, this is probably the final build. Only essential changes will be made from here on out, e.g. if I've messed up somewhere, but that doesn't mean I don't want opinions on everything. If there is anything you want to mention, you'll need to get in quick, otherwise this is what you're stuck with. Here is a direct copy of all the alterations I noted in this version:
Spoiler


It turns out that the teleporter lights are temperamental and don't like being near solid tiles, so thankfully that matter has been resolved. There are a couple of new problems or things I want checked, however:
-I was not able to reproduce the door problem that SEBTi encountered (10. Re-entering door in the Safe House after you fix everything in Hiino’s mod brings you to the bottom of the Tower of the Tempest. Tried this again and it brought me back normally. I don’t know why…), so I don't know if it's still a problem
-I only noticed this after the "final boss" scene, but it may have happened earlier: Something weird happened after removing the weapons, and I ended up with two 'empty' arms slots in the menu, one of which stuck out the border to the left :toroko2:
-Using the Booster 2.0 to reset BMMJ also causes some mild glitchiness, because like all menu events the menu has to be exited before it will take effect, and while it appears benign I want to make sure it can't break anything
-Any artifacts I might have left over from testing
-I forgot to mention this last time, but the event for the first moving block section in Ketsuekigetsu ends on a timer, to stop the platform at the bottom appearing unless the player does the first part 'right'. I'd really appreciate it if someone(s) could make sure that I got the time right and it's not possible to leave the moving box early and have it appear, or do it legit and have it fail somehow.
-Anything that looks remotely like it's not doing what it's supposed to be doing, or that seems to be missing, or that still could be significantly improved

Remember, it's up to you guys to make sure everything works properly, because I'm not checking through the entire game another time. Once again, this does not mean you should make changes without telling me. I'll talk to andwhyisit tomorrow morning about where to go from here regarding CS+ conversion. Time zones will actually benefit me for a change! :greydroll: As you can see, I did make quite a few tweaks, so if everything plays smoothly now Take 8 will finally be ready for (possible) publication.
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#317 31 May 2012 - 09:35 PM

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Are you positive that you don't want us to critique the gameplay?
Pixel looks at CS+ mods before they are released, you know :muscledoc:

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#318 01 June 2012 - 02:02 AM

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that doesn't mean I don't want opinions on everything.

Is a double negative
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#319 01 June 2012 - 04:48 AM

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I will play this tomorrow I promise
and have some useful feedback

if not please harass me

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#320 01 June 2012 - 09:18 PM

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Okay I'm finally gonna test this now.
Will give feedback.

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