I'm not gonna penalize you for having the Studio Pixel presents intro because it isn't the highest thing on the priority list, but try and mess around with it; think out 'the box and make a cute little intro, maybe show a scene with some characters, show something ambiguous relating to the story, or maybe even show an event like CS's old intro.
And yes, this is this nicest way I can put it: while you don't need to, it's just kinda an expected thing all mods do, you should remove the Manual folder, manual html file, the Orgview unless you have custom music, the read-me text file, and the window.rect file you make every time you save your game. Those are extraneous files most modders delete before uploading mods because they're well, extraneous, not mandatory, but it's something everybody just expects and it sucks :/ I said it earlier just so people see it and don't point it out 6 billion times.
I'm still not gonna penalize you for the CS load screen, but yea, just something to remember to mess around with later down the line. Props for having a cute ma-pignon as the quote sprite, props there.
I don't believe this is the best starting room because of the random enemy placements. I think it would've been better if pignon started out in the storage area, to give the player not only a chance to grasp the concept of being Ma Pignon and maybe maneuver a bit, but also so the player isn't forced to immediately fight the randomly moving mushrooms.
Alright never mind they don't hurt the player. From personal experience, I would've still said to start off in the storage room, because my expectations were subverted, thinking the mushrooms would still hurt. Also good idea to put the barriers around the mushroom areas, I'd say try and recolor them so it fits better with the mimiga-village pallet.
And I get this is a limitation of the char.bmp, but if you can, try and request some asm to lower the hitbox of the character sprite, because obviously Pignon's using Quote's char.bmp. And to give props again, I like that ma-pignon's movement is very fluid, and not choppy, it works well.
Aw cool, the Polar Star! Also make sure your sentences aren't flying off the line.
I'm glad nothing hurts you, but that means no enemies to test out my new awesome polar star powers on...
Hello Mr. Little. Also, put a space in between your commas.
I'm purple because-
Also for ellipses, put a space after every 3 dots to represent an ellipse.
I can tell that this script caries over into the Mr. Little script, which is fine, this stuff happens.
After looking at the thread post, I found out you're supposed to talk to the Giant Pignon that says hi, heh.
Then I'd say remove the Mr. Little npc and Arthur's Grave sparkle npc, otherwise, in the script, try and make them say different things, different reactions to your sight (of course a grave can't be surprised at the sight of a purple mushroom, try and remove the Arthur's key part and let it just say "here lies Arthur..." without the sparkle, for consistency sake since the key won't probably be of importance).
Trapped
Seems this is where the mod ends right now, let's see what's inside.
So yea, I'd say remove the sparkle npc for Arthur's grave, or just let it say the old grave stuff:
Like this (I don't why but all "nothing" entities default to sue, this shouldn't happen but I can't help you there...?)
Also for the Giant Pignon, you don't need to have the Entity ID be 2000, that only applies for flag stuff, you don't need that. You only really need the flags and the Event # for the script, but that's about it.
For the sprites whose events don't exist in the script, they will default to the nearest one down, so in this case, to event 2000 which is why I thought Mr. Little said and not the Giant Pignon, heh.
For Mr. Little: Make sure he's either edited to better fit this mod, or remove him. Here's what I did:
Just little touches like that.
Here's what my finished edited script looks like, it's very simple, but it does a good job at getting basic concepts in there like talking and introducing yourself.
Also I didn't even know you could substitute colons in tsc for commas, which is cool.
Also for some reason I can't fix the issues with the sues appearing in the place of the "nothing"'s so I had to reconstruct the entire mod. Which was totally worth it.
Edit from 2 hours after typing 99% of this, so I found out how to fix the Sue issue and I just feel dead inside because of the fact that I wasted 3 hours reconstructing the entire mod.... yay.....
Here's all of my changes and the link if you want to use it as a base:
Here is the mod link if you're interested: [
Here]