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Cave Story with a fourth ending


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#41 13 January 2012 - 03:40 PM

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I was playing through, when I noticed Itoh said,
Spoiler

Yet, everybody recently learned that Momorin and the others are still alive...
Kazuma...
Spoiler

Booster...
Spoiler

Curly...
Spoiler

And even Itoh himself!
Spoiler

So apparently Itoh not only has short-term memory loss, he also doesn't understand basic grammar!


EDIT: Also, because of the placement of the Nikumaru counter, it's impossible to go back and watch the regular ending by "talking" to the bookcase.

#42 13 January 2012 - 04:09 PM

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So apparently Itoh not only has short-term memory loss, he also doesn't understand basic grammar!

You have a good piont. I will fix that in my next release. If you mean to say that he lacks grammar in certain places, then would you please point out to me where this mistake is? Thank you. EDIT:Oh, I see. "other's,".

So, let's see what I need to put into the next version:

- Pack the contents more neatly.
- Add smoke effects for the disappearances of Toroko, King, and Sandaime.
- Change "Labyrnth," to "Labyrinth,", "other's," to "others,", and "Itoth" to "Itoh" where necessary.
- If you're going for the fourth ending, make Itoh not act surprised at the fact that Momorin is still alive.
Spoiler

TUIPMU92_zps98dfcbb2.png

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


#43 13 January 2012 - 05:00 PM

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First of all, there's the "other's", which should be "others"
There was another, similar mistake, but I can't seem to find it now.
Also, some of booster's text seems a bit off, but that may just be me nitpicking at english again.
Other than that, the only other thing seems to be how King takes the blade from you, preventing you from obtaining the Nemesis.

#44 13 January 2012 - 05:15 PM

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First of all, there's the "other's", which should be "others"

Noted.

Also, some of booster's text seems a bit off, but that may just be me nitpicking at english again.

If you have suggestions of improvments on specific parts of dialog, I'd be glad to hear them.

Other than that, the only other thing seems to be how King takes the blade from you, preventing you from obtaining the Nemesis.

Indeed. That is one of the sacrifices of going for the fourth ending. So you'll have to go for the third ending if you want to speedrun hell the best.
Spoiler

TUIPMU92_zps98dfcbb2.png

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


#45 13 January 2012 - 05:22 PM

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youre making that tile thing much more complex than it is, there are alot of things you can do here -
  • creating an h/v trigger somewhere at a more advanced part of the map, that will change the shootable tile to a solid one and set a flag for it to always change at the entrance of a map (with the transition script - #0095 or something), or to set the transition back to that map redirect to a clone map, just like what happens with arthurs house or the rooftop cabin.
  • making the door that leads to curly do what i stated above.
  • create an h/v trigger inside the block, so only once its shot it would detect a horizontal / vertical line which will do what i stated above, also only enabling the player to eather shoot the block from a horizontal position or a vertical position.
  • change one of the mobs in the game to the star tile's graphic, change its properties and make a "run script on death" flag.
and so on and so on
there are just so many options here that wouldnt involve hacking...

good luck! im trying it out.

#46 13 January 2012 - 06:41 PM

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creating an h/v trigger somewhere at a more advanced part of the map, that will change the shootable tile to a solid one and set a flag for it to always change at the entrance of a map (with the transition script - #0095 or something), or to set the transition back to that map redirect to a clone map, just like what happens with arthurs house or the rooftop cabin.

Hmm... Unless I am much mistaken, I believe that's what I did... But I always try to avoid adding maps unless absolutely necessary. Cause Noxid said in his video "You may be tempted to use the add map feature, but I really suggest you aviod this. Having too many maps can cause unexpected quirks, and it's not even garanteed to work."

making the door that leads to curly do what i stated above.

See the reason above for why I tried to avoid adding maps.

create an h/v trigger inside the block, so only once its shot it would detect a horizontal / vertical line which will do what i stated above, also only enabling the player to eather shoot the block from a horizontal position or a vertical position.

I'm not sure if I completely understood that. Some clarification on what you mean would be good.

change one of the mobs in the game to the star tile's graphic, change its properties and make a "run script on death" flag.

Forgive me. But I am relatively new to Cave Story modding. I have heard the term "mobs," before, but have never known what it means.

good luck! im trying it out.

Thanks! I'm eager to see your feedback.
Spoiler

TUIPMU92_zps98dfcbb2.png

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


#47 13 January 2012 - 07:11 PM

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youre making that tile thing much more complex than it is, there are alot of things you can do here -

  • creating an h/v trigger somewhere at a more advanced part of the map, that will change the shootable tile to a solid one and set a flag for it to always change at the entrance of a map (with the transition script - #0095 or something), or to set the transition back to that map redirect to a clone map, just like what happens with arthurs house or the rooftop cabin.
  • making the door that leads to curly do what i stated above.
  • create an h/v trigger inside the block, so only once its shot it would detect a horizontal / vertical line which will do what i stated above, also only enabling the player to eather shoot the block from a horizontal position or a vertical position.
  • change one of the mobs in the game to the star tile's graphic, change its properties and make a "run script on death" flag.
and so on and so on
there are just so many options here that wouldnt involve hacking...

good luck! im trying it out.


He had to do the advanced thing, because he didn't want to have the tile look shootable.
Posted Image

#48 13 January 2012 - 10:40 PM

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i just looked at what you actually did, its pretty cleaver... but not so efficient.
youre right, adding more maps without deleting any others is not a good idea...

basically what you did is that it will constantly check if the energy capsule is there, and finally when its not it will change the tile to... nothing.
thats really good...
how long have you been modding?

#49 13 January 2012 - 11:54 PM

HaydenStudios Offline
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i just looked at what you actually did, its pretty cleaver... but not so efficient. youre right, adding more maps without deleting any others is not a good idea... basically what you did is that it will constantly check if the energy capsule is there, and finally when its not it will change the tile to... nothing. thats really good... how long have you been modding?

Thank you! I created my very first map on October 19, 2011. I checked out Noxid's video tutorials the following weekend, then, after completing his text-based tutorials, began work on this mod on November 27, 2011. I completed production of it on December 30, 2011, and created my account here and posted it at around 1:00 AM before going to bed.

EDIT: Also, because of the placement of the Nikumaru counter, it's impossible to go back and watch the regular ending by "talking" to the bookcase.

If you're going for the fourth ending, then a cutscene after the fight with the undead core will be shown before you come to, showing Booster, the mimigas, and the Sakamotos, including Kazuma, trapped inside the storehouse. Therefore, Kazuma will not be riding the sky dragon waiting to catch you. Instead, you fall to your death. There's not much reason for going back in that case.

In other news, the next version is up for download either here, or in the original post. Rest assured that any saves from the previous version will be 100% compatible with this new version. Changes in this new version:

- The contents are packaged a bit more neatly. (requested by Tpcool)
- Smoke effects now appear at the vanishings of King, Toroko, and Sandaime. (Thanks to Tpcool for the suggestion)
- Changed "Labyrnth," to "Labyrinth," and "other's," to "others," (Thanks to Tpcool and Wizard The Wizzisential respectively for notifying me)
- If you're going for the fourth ending, Itoh no longer acts surprised at the fact that Momorin is still alive, due to being notified earlier. (Thanks to Wizard The Wizzisential for notifiny me of the consequences of this not taking place)
- The hidden shootable tile is now solid until broken. Turns out I was able to do this without assembly.
Spoiler

TUIPMU92_zps98dfcbb2.png

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


#50 14 January 2012 - 07:30 AM

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thank you for making this mod,
during version 0.96 im pretty sure there was a glitch
Spoiler

dl'c_' lb




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