• Most people probably don't realise this, but this forum has had two editors for a number of years. One is the xenForo default editor, and the other is a custom editor I made years back I called BBCEd.

    All the settings for which editor you use was lost during the upgrade. You can find the setting under Account Settings > Preferences > Editor.

Another Cave Story Sequel (ACSS) V: 1.12

Should I do monthly mod updates?


  • Total voters
    31
  • Poll closed .
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Feb 18, 2018 at 1:34 PM
Spur is the best gun because its super cool
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#41
Update 1.05 is finally out!
I'm super excited to have released the Outerwall and Waterway variants!



I generally left everything in the notes above, I don't want to waste too much time and space with this post.
I'm overly excited that these 4 months have finally come to fruition and I couldn't be happier right now in modding.
Also as of now there is no way to access Training Test 2 without editing the scripts, I'm going to release another update in a day or so fixing this issue if anybody cared (I sure do, I'm just tired at 4 am writing this).
I hope you guys enjoy V: 1.05!
everything!!!! except the things that i think might need to be fixed but maybe not in the end im not really sure its just my opinion but maybe opinions ccan be correct opinion has as many i's as it does o's its kind of neat and as many n's wow but not as many p's lonely p's or should i say lonely p because its only one"
is the second cave harder than normal
like the one outside the starting point


also why did balrog and curly appear after i beat those spirit things

also i think you spelled failure wrong at one point and i think you spelled experiment wrong at one point but thats ok because i spell lots of things wrong sometimes

also if you stand to the side on that experience thingy triangles fly out its funny

also a cat told me to beat it and it made me sad :(
mean cat

also i can take the beast fang from that skull infinite times
also the skull has water around it so its kind of weird that you can drown in just one block of water with everywhere else air


thats all ive done so far
i think its pretty neato
im not sure if i got all the secrets but i got some
 
Feb 18, 2018 at 6:40 PM
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#42
everything!!!! except the things that i think might need to be fixed but maybe not in the end im not really sure its just my opinion but maybe opinions ccan be correct opinion has as many i's as it does o's its kind of neat and as many n's wow but not as many p's lonely p's or should i say lonely p because its only one"
is the second cave harder than normal
like the one outside the starting point


also why did balrog and curly appear after i beat those spirit things

also i think you spelled failure wrong at one point and i think you spelled experiment wrong at one point but thats ok because i spell lots of things wrong sometimes

also if you stand to the side on that experience thingy triangles fly out its funny

also a cat told me to beat it and it made me sad :(
mean cat

also i can take the beast fang from that skull infinite times
also the skull has water around it so its kind of weird that you can drown in just one block of water with everywhere else air


thats all ive done so far
i think its pretty neato
im not sure if i got all the secrets but i got some
Ok so I've been fixing things:

Are you speaking of this skull? I fixed it so it won't repeat infinitely and was it this skull or another one that had the water problem?
Now to work on fixing the other errors-

Mother fuc-

Alright they're fixed.
As for the exp box; that's just how it works, the game can only give 1-exp's, sadly not 5 exp-'s so 40 exp is flying out and it's all I can sadly do with it.
And the First Cave's been changed a little in terms of enemies.

Now some enemies are changed and removed; to make it a little easier.
As for Curly and Balrog:

Just find out!
I hope to upload V: 1.06 later today.
 
Feb 18, 2018 at 7:02 PM
Spur is the best gun because its super cool
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#43
Ok so I've been fixing things:

Are you speaking of this skull? I fixed it so it won't repeat infinitely and was it this skull or another one that had the water problem?
Now to work on fixing the other errors-

Mother fuc-

Alright they're fixed.
As for the exp box; that's just how it works, the game can only give 1-exp's, sadly not 5 exp-'s so 40 exp is flying out and it's all I can sadly do with it.
And the First Cave's been changed a little in terms of enemies.

Now some enemies are changed and removed; to make it a little easier.
As for Curly and Balrog:

Just find out!
I hope to upload V: 1.06 later today.
yes thats the skull im talking about for both


also for the exp thing i meant if you aren't directly on top of the exp thing and you stand off to the side the triangles won't actually go on you and they'll land on the ground next to you its funny
its not really a glitch or anything though
 
Feb 18, 2018 at 7:04 PM
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#44
yes thats the skull im talking about for both


also for the exp thing i meant if you aren't directly on top of the exp thing and you stand off to the side the triangles won't actually go on you and they'll land on the ground next to you its funny
its not really a glitch or anything though
Ahh yeah I see what you mean, yeah it's pretty funny. Do you happen to know the program "Light shot"? I recommend it because you can take on computer screen shots with it and it'd help for you to give some visual aid so I'm not confused later down the line if something more complex is messed up.
 
Feb 18, 2018 at 8:14 PM
Spur is the best gun because its super cool
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#45
Ahh yeah I see what you mean, yeah it's pretty funny. Do you happen to know the program "Light shot"? I recommend it because you can take on computer screen shots with it and it'd help for you to give some visual aid so I'm not confused later down the line if something more complex is messed up.
im bad at stuffs maybe ill try it but ill probably just use a lot of words or maybe ill try to draw it with words
 
Feb 18, 2018 at 8:58 PM
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#46
im bad at stuffs maybe ill try it but ill probably just use a lot of words or maybe ill try to draw it with words
https://app.prntscr.com/en/index.html
It's simple, download the program and save it to anywhere in general. You can map the hotkey for taking a picture (personally I prefer the ScrLk key since it's generally unused).
After that you can copy the picture (only helps if you paste it afterward in like say Skype/Discord), or save it when trying to upload the picture to the forums. After saving it, I go to Imgur and upload the image; after that copy the direct link:

And then in a forums post you click on the image button:

And then enter the direct link of the image you uploaded:

If you have any questions let me know mate, it helps to give some visuals and it's a million times better than describing it.
 
Feb 18, 2018 at 10:15 PM
Spur is the best gun because its super cool
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#47
https://app.prntscr.com/en/index.html
It's simple, download the program and save it to anywhere in general. You can map the hotkey for taking a picture (personally I prefer the ScrLk key since it's generally unused).
After that you can copy the picture (only helps if you paste it afterward in like say Skype/Discord), or save it when trying to upload the picture to the forums. After saving it, I go to Imgur and upload the image; after that copy the direct link:

And then in a forums post you click on the image button:

And then enter the direct link of the image you uploaded:

If you have any questions let me know mate, it helps to give some visuals and it's a million times better than describing it.


do you need an account on imagur
 
Feb 18, 2018 at 10:36 PM
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#48
Feb 24, 2018 at 9:41 AM
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#49
Update 1.06 is here with some minor changes that hopefully keep everything in-check until update 1.08? (Whatever the next update is)
I have also added a folder with each update that gives saves for a majority of points in the game.
The descriptions are basic and only entail the highest hp and equipment so take them with a pinch of salt and at your own discretion.
--> ~~ ACSS saves ~~ <--
These will also be on the thread post; this is just to introduce it.
I hope y'all enjoy this update a little more!
 
Apr 1, 2018 at 7:50 AM
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#50
Hey guys, there really isn't much for the March Update. I've really been putting some time into the MAGCSLC (Make a good cave story level contest), currently working on my entry and it's a nice change of pace for a little bit. Once the contest ends, I'll definitely resume work on ACSS, I do have a few things to at least share this month:
I will also start mentioning since ACSS is reaching a little deeper more and more, I will advise to be cautious if you're not the one to be spoiled. Stuff like weapons and little trinkets I don't think are the most important things to be worried about as "spoilers" but stuff like story plot and details surrounding events later in the game will become more prevalent and can potentially ruin the experience so long as I keep working on this mod;, which I still intend to complete, just depends on the pace of my work being restricted to weekends, but ultimately has been slowly creeping in progress.
I've actually got a functioning new weapon for players to mess around with once I release the next update (considering how long 1.06 took, god knows when 1.-whatever comes out...), it's titled the Iceball which you will
receive from Bit upon exiting the HydroElectric Facility.

The Iceball is, obviously, slower than the Fireball but retains the similar property of gliding up and down slopes; as well as do high damage. It's drawbacks are it's speed and decreased range making it a better weapon for bosses and enemies that are more stationary and who don't pose a high mobility threat. Enemies unsuited to fight with the Iceball would currently include:

- Power Critters since they can fly


- Jellies due to their flying nature


- You know what, don't even bother with flying enemies! Anything and everything that can fly is pointless to fight! Love is meaningless if you can't fire hearts!

I've also changed some enemy designs to more focus on a pink hue:


I feel this gives the game it's own style in enemy design for now, I do want this to be addressed later on; just not now. So for now, everybody's got that weird pinkness in their eye colors.

I am also currently beginning work on the game's next 2 areas:
- The first being the Mimigo Villas!

It's a work in progress right now but I intend for this to be the transitional period of the game, I think this is where I need to put a lot of care into because I don't want a transitional piece to just be disregarded and seen as a boggling point which would depress me; so I will try my best to keep this area flavorful and interesting.
- The Sand Zone variant:
While I don't have anything planned as of now, I do intend for this be where you get some more health and focus on the split of the 2 areas; similar to Grass Town and it's split of areas A and B.

I want area A to just represent common-folk of the Mimigo Villas just living on the outskirts of the area; I plan for area B to contain a more mild environment unlike Cave Story's Sand Zone which is protrayed as a more hostile area. I want to-
shed more light on the ideas of cultivation and growth of red flowers in this area; despite being nearly eradicated, this area would host the last fortress of hope for the remaining Rabid Mimigas who have adjusted to more sophisticated form of well-being. Maybe even a choice at the end of all, who knows; I certainly don't.
With that out of the way, I'm gonna come back next month with more of a mini-update on the game and a bigger one on how I want to focus the plot, and hear some feedback if it can work. Please stayed tune!
 
Last edited:
May 8, 2018 at 3:49 AM
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#51
Playing this, some thoughts:

Training Test 1's ending says "life capsule" instead of "Life Capsule"
In the Inner Catacombs the machine says "hydroelectic" instead of "hydroelectric" and "Sucessful" instead of "Succesful"
Malco mentioned Professor M but he didn't explain who that was yet, also the other Malcos' portraits all have red eyes
I'd recommend to switch the spikes in the Outer Wall tileset to 5-HP so it isn't an instant-kill
In the Hydroelectric Facility, when I dropped down it didn't seem that I could make it to the left. Malco chastised me for going down. Is that the intended route?
I really appreciate how you added the secret hearts
Could you please make cutscenes do that thing where if you die, the text appears when you press the button and doesn't type itself out?
Hmm, exiting the abandoned cabin put me past the dark area
Well, finished the demo! Looking forward to more
 
Jun 7, 2018 at 2:38 AM
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#52
Playing this, some thoughts:

Training Test 1's ending says "life capsule" instead of "Life Capsule"
In the Inner Catacombs the machine says "hydroelectic" instead of "hydroelectric" and "Sucessful" instead of "Succesful"
Malco mentioned Professor M but he didn't explain who that was yet, also the other Malcos' portraits all have red eyes
I'd recommend to switch the spikes in the Outer Wall tileset to 5-HP so it isn't an instant-kill
In the Hydroelectric Facility, when I dropped down it didn't seem that I could make it to the left. Malco chastised me for going down. Is that the intended route?
I really appreciate how you added the secret hearts
Could you please make cutscenes do that thing where if you die, the text appears when you press the button and doesn't type itself out?
Hmm, exiting the abandoned cabin put me past the dark area
Well, finished the demo! Looking forward to more
Hey, thank you so much for playing my mod, and I do really appreciate the feedback; I'm so sorry this took so long, I really needed a push to get back into this and it was what I needed, albeit late.
As for the the minute spelling errors, those are all fixed, I'm glad you mentioned the capitalization error in the Training Test, I poured weeks into figuring out how to get that right, something was bound to get messed up there, heh. As for the Malco Brothers, in the next major update I plan to show all 4 Malcos in their respective colors, currently the only Malco Brother that speaks is Malco, Bit says 1 line but he's reserved for blue eyes. And I'm changing up Professor M's role in the beginning to have next to no relevance in the plot; I tried to make Professor M seem similar to the Doctor from the original but I don't think that's the route I want to go in for the rest of project. I'll definitely make him more important later on, but just not right now.
And for the spikes, I don't necessarily intend to change that, since there's no way I can change the 5 hp spike colors to that of the Outer Walls' spikes, it's more about the consistency of the colors.
I'm gonna definitely change the way you get about the Hydroelectric facility; and yeah, Malco comes off as pretty chastising for just following the beaten path. In the mod, while it doesn't affect much of the mod: you can either look at the terminal right next to the water flow that sends you into the Waterway.
If you speak to the terminal, Malco more or less says for you to go deeper, into the Waterway and continue.

If you simply ignore the terminal, this in turn kinda makes Malco confused and worried as to why you jumped down so hastily.
But I do plan to change that instead to make the situation less fussy.
And finally, I completely forgot to fix that door. I made it go past the rest of the area for testing purposes, but I'll rush back and fix it later. Thanks for informing me on everything!
 
Jul 7, 2018 at 6:47 PM
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#53
I decided to play this mod and I like it so far!! some things I would suggest is that when I go out to the outer catacombs the pulse music remains the same in both the inner and outer rooms. Also when I exit the waterway cabin I appear randomly in the middle of the waterway. I then proceed to the left which carries me to another section of the waterway and there's a long pause of black screen before I actually am in the next section. To the right is a bunch of black blocks that I can't go on which I'm sure is a section you haven't completed yet. Overall I liked the mod and I liked how Malco checks in on you periodically!!
 
Jul 16, 2018 at 1:15 PM
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#54
I tried running this through wine, but it just froze before it could run. Does this work with wine?
 
Jul 25, 2018 at 5:44 AM
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#55
I tried running this through wine, but it just froze before it could run. Does this work with wine?
almost all mods break with wine, just get a windows computer try something else
 
Aug 31, 2018 at 5:23 AM
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#56
Hey everybody:
Currently the mod's on a hiatus, THAT'S NOT TO SAY I WON'T GIVE UP lol.
I've had my fair share of ideas brewing up and I've recently lost in interest in a lot of games, so currently: this will be the next thing on my list to do. I guess I fell into the pressure of monthly updates (when I failed to work on them), and I don't think many people were all too excited about 'em either, maybe a glance but that's it. I've gotten some constructive criticism and light praise - which I do appreciate indeed -, but currently I pressured myself to make the mod and I want to take my time and deliver something really refined. I genuinely want to make ACSS a great mod, something that's taken seriously and is well thought out. I got the advice and criticism I needed to get my project off the ground, and a mindset of where I want to go, as well as ideas brewing between my twin brother and I, he's helping me write the story.

The following spoiler is just a brain dump of everything, spoilers included if anybody really cares.
The flow of the game is normal up until Malco's brother A
(Malco's brother - x is a general way of saying major interactions with Malco and his brothers)
Beginning - Malco's base - Outerwall - Waterway - Mimigo Villas/Malco's brother A - Sand Zone/Labyrinth hybrid - Grasstown - Windfortress variant - Plantation - Malco's brother B - Mimiga Village (Destroyed) - X facility - Egg Corridor (just completely wrecked up this time, in repair) - Malco's brother C - Outer wall (this time going up instead of down), Labyrinth part II: electric boogaloo - Professor M. base - Windfortress variant II - Core room - Throne room - Malco's brother E - Blood Stained-esque area - Ballos-esque fight - Normal Ending?

That's sort of the structure of places I want to follow for the game's intended ending, I want it to be a big and long game. But I really want to make a mod that leagues with the greats: Jenka's Nightmare, Ethology, Lost Land (personal favorite), those mods are medium to long in length, something that isn't just a one-shot, and was thoroughly thought out. I really want to make a game that truly emphasizes on this quest to discover the mysteries of Professor M., and eventually leave the island once and for all in some fancy fashion.

Boss ideas:
1: Spirit's battle
Fight them on opposite sides to really focus on dodging more
2: Pooh Black fight
Have that be Quote's malice and anger taken form
3: Batter fight
A fun side-fight using the Toroko+ battle
4: Iron-head 2.0
Not much really, just an actual fight for the waterway.
5: Core battles
A: Battle the core of the island, the source of all weirdness
B: Then battle the Undead Core in a 2nd phase of the fight
6: Dr. Gero
You have to battle him to make the Tri-Blade (Blade Variant), he's in a Balfrog-esque fight
7: Battle Curly and Balrog as spirits (more spirit-visualized)
Maybe a enraged sue/misery fight

(Notes/Ideas):
- Kazuma goes to Professor M. in hopes of turning Sue and Itoh back to normal, since he's doing experiments. He is later found at a crossroad: Help Quote and risk Sue and Itoh being Mimigas, or help Professor M. in hopes of bringing Sue and Itoh back to normal. Has to deal with the moral complications that he's a coward and ultimately is a traitor, just wanting to return his sister to normal. Make him say something edgy to Quote like "Please, robot, it's nothing personal" (ask stan)
- Connect outerwall --> Waterway --> Sandzone?
- Have Malco's 3 "robot siblings" be in different quadrants of the island.
(currently on bottom right)
- Have Malco tell player to re-route the power to his brothers on the island.
- Make sure the Ammo thing is #0020
- Fix command 0091 in CaveOfMystery so it does <AMJ:0234:0095
- Have chest in Inner Catacombs be a missile launcher ammo holder: +10
- Make Missile Launcher: =Snake Launcher=
- Allow training access if player wishes with Malco alongside receiving the Snake Launcher.
- Make electrical line-block for main teleport lines
- Include teleport background tile
- Redo line block for "Enter Malco path"
- FIX COLDCALLERLOPPY ON TITLE SCREEN AS COLDCALLERLOOPY!
- Add variety to the tiles in Kings Table
- Replace Cave Story title screen with sequel title screen
- Add second zone (Bottom of Outer wall and Waterway variants)
- Clean up additional titles and bugs
- Reintroduce Kazuma in someway -Not sure how yet-
- Add more waves to "Training program 1", maybe add "Training program 2"
- Trade Yamashita with Malco Bros. sprites -so they can blink-
- Super Mario Odyssey opening in Outer Catacombs (ask stan)
- Make opening room connected by teleporter | Teleporter comes from Kings Table | Opening screen: Battle commences with M. | (from )<---- Kings Table
- PURGE FLAGS ON NOTEPAD
- Make Carlz a Joshua Mimiga in Mimigo-Villas that says: "Whoa CCL's a furry!" (This is an inside joke that doesn't make any sense except for my friend and I)
- "02 and 05, a peculiar pair of robots, sent to the island for the pursuit of feverish officials. Held together by a thread, bound together by their erased past. I wonder though... what ever happened to the thread, after that mass of hatred and madness fell?”
- (Up above) Who should this omnipotent being be?
- Make Core separate dungeon/maybe-bar-place? Like a drinking bar, maybe for monsters? Maybe for rabbis in the Mimigo Villas?
- Have all robots talk in a light static (waterway soundy thingy), and Curly, no static to give a nudge of that aesthetic
- Have a puzzle involving connecting power lines from the smoke-lines in Bottom of the island (the one that you can go back & forth on)
- Have a Core Fight and then follow with an Undead Core Fight (Have Zombeat play)
- Fight "Apparitions" of the old demon-crown holders
- Use <Img to make scene like Sans' it's raining somewhere else

Ideas from the cstsf:
TheCyberSleuth: you should have quote have to switch bodies at one point. maybe he gets in a really tough battle and barely makes it out alive and is thrown into the core room and has to transfer his mind into one of the broken robots. then maybe later on he could get an improved body with way more health/other upgrades. On that note, how come Quote goes back to 5HP at the beginning of the mod when he has 55 at the end of CS? I think you should give his HP back, but make the levels a lot harder. Then if you use the idea I mentioned, it could become more challenging as the new robot body he's in is less durable. just an idea, you dont have to include it.
Me: Have a room like Specter of Torment's tower climb and run across rain and rails like in Specter of Torment, tower of fate. Use <FON to make "2 seperate rooms".

Cut conversation between Malco and Quote on the outerwall:
<MS3<FAC0031And last thing...<NOD<CLRYou've been a little quiet.<NOD
What's the matter?<NOD Is it
because of...<NOD
well...that...<NOD<CLR<CLO<FAC0000<FMU<WAI0160<MS3<CMU0014<FAC0031Look, Mr. Traveler,<NOD I'm
going to be as honest
as I can.<NOD<CLR<FAC0032I don't know the
where-abouts of your
friends.<NOD
They could easily be
dead...<NOD<CLRI found you.<NOD<CLR<FAC0030I wanted to save you.<NOD
<CLR<FAC0036For I know it's my fault!<NOD<CLO<FAC0000<CMU0000<WAI0100
<MS3A slight static fills your
ear-piece...<NOD<CLO<WAI0030<FMU<WAI0160<CMU0025
<MS3<FAC0035I'm sorry for being
dramatic.<NOD<CLR<FAC0031Up ahead will be
the Waterway.<NOD I hope you
make it there with
no issue.<NOD<CLO<END

What the 1.08 update would've been (as of writing this post):
- Moved Save Point from Bottom of The Island into the Littles house
- Added Mimigo Villa and tweaked Hydro-Electric Facility a little more
- Added Iceball
- Redid some things in the Cabin
- Minor visual edits to Bottom of The Island
- More enemies have the pink in thier eyes
- Changed up Hydro-Electric Facility's background and added the rising water effect
- Fixed a minor CMU bug in the tsc for Inner Catacombs
- Various tile edits
- Moved tsc for teleportation into the head-scripts
- Added minor static to every robot interaction, this currently applies to Malco, but will eventually apply to every robotic character.
- Removed the "Quo-!" in the Spirits boss fight; I felt it was too obvious and doesn't let the player make their own choice about it

List of names in the thread's original poll:
Altershot
Alpha Blast
Beta Shot
Chained Robots
ACSS (Y'all know which one was picked lol)
A goddamn dumping of a brain dump but yeah.
But for those who don't want to be spoiled or don't care to read: it's not dead! Just need to work on it privately.
For those who read the giant brain dump and ideas section, give me your thoughts and questions. Maybe keep the conversation going, if not, that's fine. I'll finish the mod, just not sure when, heh.
 
Aug 31, 2018 at 12:08 PM
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#57
Alright that’s fine. Still looking forward to the next update.
 
Aug 31, 2018 at 9:39 PM
Spur is the best gun because its super cool
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#58
Sep 1, 2018 at 4:22 AM
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#59
same :D
i forget if i asked this but how many endings were you planning
As of now, I currently intend to only have 1 ending; and development is still extremely early on, I don't know where it'd take me. I'd like to have another ending or two, but I'm definitely gonna hold off that idea until I finish the original ending; CS's best ending has a decent hand-full of pre-requisites required to unlock Hell. Similarly, I'd want to do the same thing with various requirements of items, choices, and all that wish-wash, but as of now, I wouldn't say count on it, heh.
 
Last edited:
May 5, 2019 at 9:35 AM
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#60
Version 1.10 is here! The mod is not dead! 1.10 is the definitive version of the opening segment of the game, I am ready to advance it further.
1.10 (Released 5/5/2019)
- Removed "Impending Calamity"'s room title
- ASM-ed (thanks to Txin) THAT THE SPIRITS FIGHT IS THE FIGHT I ALWAYS DREAMED OF - AHHHHHHHHHHHHHHHHH
- Can shoot the bullets but to compensate, they were buffed with more hp and a bit bigger hitbox, most noticeably their tail-hit-box
- Made Balrog-Training-Boss' eyes more pale-blue than pink, not only do the pink look weird, but it doesn't even make sense canonically to ACSS' story
- Redid Training Test 1, round 4, to not suck (Basil on floor, and some orange bells and critters work), and added a new wave 3 (now 6 waves) - including a new boss fight for wave 6, just a few more enemies but meh
- Moved every enemy outside the map
- Slightly redid 1st Malco cutscene again (Now the original place the brothers were in was the Doctor's original lab)
- Made Curly & Balrog's eyes a faded-blue to better represent their death and not as "servants of the core virus"
- Nerfed Life Capsules, removed secret capsule in Bottom of the Island
- Night Spirits are recurring every time you pass through Outer Catacombs after Spirits fight (depends on side you enter on)
- No music in Outer Catacombs until after boss fight.
- Working on preventing problems with epilepsy (the <FLA command)
- This will come out next update
- Working on "skip cutscene" hack, special thanks to Kenzo
- Reworked some cutscenes - invariably, the story
- Removed door sequence in Innermost Catacombs, now you just go from one door to another.
- Redid Weapon messages.
- Extended Bottom of the Island that leads into pre-HEF
- You can now fight the Waterway boss properly
- All teleporters up to this point work
- Changed opening again
- Redid screenshots on Forum page
- Removed ACSS_Saves folder because it felt redundant and weird to just "give" the game away by using it's various save profiles
 
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