• 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.

Cave Story - Rise of Ballos

What do you think of this mod, and why? Please tick only 1 of the first 5, and please don't troll.

  • 5/5, Really good

  • 4/5, Somewhat good

  • 3/5, Neither good nor bad

  • 2/5, Somewhat bad

  • 1/5, Really bad

  • ============= # This is just a space between choices, please do not tick this # =============

  • Needs better/more music

  • Needs better sprites

  • Needs more asm

  • Needs more levels

  • Needs to be easier

  • Needs to be harder

  • Needs clearer storyline

  • Needs more work on level design

  • Needs more dialogue/characters

  • Needs less bugs


Results are only viewable after voting.
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Jan 14, 2016 at 6:27 AM
Perfectionist
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#41
I do know how colours work, thank you very much. However, after editing some of my sprite & tile sets, I accidentally saved them as 16 colour bitmaps, which, already mentioned, was a big mistake. Right now I don't have time to fix them, but I've already planned that the next update would fix most bugs, and I'd planned to fix those as well later. Also the autoguns are destroyable, fyi
OK, it should be pretty easy to just use CE's sprite editor to change the colour 0,0,0 to 15,15,15.
Also I tried shooting them and it seems their hit-box is a bit small because I gave up and found I couldn't destroy them.

EDIT: I know my text and cutscenes seem really rushed; they are. :p
I'm not really that interested in writing the next, which I'll probably get into more laterrrrr
I'm fine with some rushed text or/and dialogue, just as long as you're prepared to go back and fix it for the final product/release.
 
Jan 15, 2016 at 12:52 AM
Catz R cool
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#42
Umm... no. I'd accidentally copied recoloured sprites from a 16 colour bitmap into a 256 colour one. I can't change the colours simply like that because I'd then shifted it up to a 24 bit image.
Recolouring 0,0,0 into 1,1,1 or something would result in the entire background to be visible.
Of course I'll fix the dialogue for the final! Who doesn't?
 
Jan 15, 2016 at 4:38 AM
Perfectionist
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#43
Umm... no. I'd accidentally copied recoloured sprites from a 16 colour bitmap into a 256 colour one. I can't change the colours simply like that because I'd then shifted it up to a 24 bit image.
Recolouring 0,0,0 into 1,1,1 or something would result in the entire background to be visible.
1,1,1 is still a transparent colour. If you just use MSpaint to save it as a 32bit Bitmap you can use all the colours you like.
 
Jan 15, 2016 at 5:44 AM
Catz R cool
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#44
It's too late to make that decision now. I'll have to do it later.

Also 24 bit image is 16,777,216, which is equal to 256 ^ 3 all the possible colour combinations.
What do you mean by 32 bit bitmap?

Also 1,1,1 isn't a transparent colour for me, and I usually use 1,0,0 because OCD
 
Last edited:
Jan 15, 2016 at 5:03 PM
Watch those wrist rockets!
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#45
Get graphics gale that will show you the difference between 24 and 32
 
Jan 15, 2016 at 5:44 PM
Perfectionist
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#46
Also 1,1,1 isn't a transparent colour for me, and I usually use 1,0,0 because OCD
OK, I've used 1,1,1 and it's shown as transparent.
Also yes, my bad, I did mean 24 bit, but 16,777,216 isn't all the colour combinations there are.
 
Jan 15, 2016 at 5:46 PM
Mint Online
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#47
Using #010101 may or may not be transparent depending on wether you use fullscreen or not.
That's what I noticed.
 
Jan 16, 2016 at 10:42 PM
Catz R cool
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Jan 16, 2016 at 11:41 PM
Mint Online
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#49
Really? Okay, I'll have to change all the previous 1,1,1 colour I used into 1,0,0 then
I think you are better off using #0A0A0A (or 10.10.10 if rgb), it's what I often use for non-transparent black. #010000 is still too dark to not be transparent.
 
Mar 10, 2016 at 10:39 AM
Catz R cool
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#50
Damn I'm so busy with so much schoolwork these days...
Currently I'm working on some asm code for my mod: Entities that automatically charge at the player, a flying critter that also shoots projectiles while moving, also maybe a small 2x2 pixel projectile to be spammed from a relatively accurate shooter.
I'd already done some code, these are free for you guys to use; I won't destroy you if you don't but please give credit if you use these.

0x4154b8
a1 84 e1 49 00 c1 e0 05 01 45 f4 01 45 fc eb 0c
0x4225ED
81 39 3C 45 4E 44 75 3B C6 05 DC 5A 4A 00 00 0F
B6 05 38 E6 49 00 83 E0 FE A2 38 E6 49 00 8B 0D
E8 E1 49 00 83 C9 03 89 0D E8 E1 49 00 C7 05 0C
5B 4A 00 00 00 00 00 C7 45 D4 01 00 00 00 E9 77
2C 00 00 8B 0D D8 5A 4A 00 03 0D E0 5A 4A 00 81
39 3C 4D 49 4D 75 31 A1 E0 5A 4A 00 83 C0 04 50
E8 AE F2 FF FF 83 C4 04 A3 84 E1 49 00 83 05 E0
5A 4A 00 08 E9 41 2C 00 00 90 90 90 90 90 90 90
90 90 90 90 90 90 90 90 80 79 01 4C 75 5E
Optimises <END and uses the free space there
0x415796
E9 75 62 07 00
0x48BA10
8B 15 50 E6 49 00 83 E2 01 74 0C C7 05 E8 E6 49
00 32 00 00 00 EB 25 A1 50 E6 49 00 83 E0 20 74
0C C7 05 E8 E6 49 00 32 00 00 00 EB 0A C7 05 E8
E6 49 00 00 00 00 00 EB 19 EB 01 90 A1 50 E6 49
00 83 E0 20 74 E5 C7 05 E8 E6 49 00 FF FF FF 7F
EB E5 A1 50 E6 49 00 83 E0 40 74 0A C7 05 E8 E6
49 00 FF FF FF 7F EB 00 E9 50 9D F8 FF 90
Uses some free space at 0x048BA10

0x046CAC0
55 8B EC 83 EC 10 E8 B2 EF 01 00 E8 AD EF 01 00
E8 A8 EF 01 00 EB 73
0x042D9E9
C3
0x046CB4A
C9 C3
Replaces entity 349 'Statue'
0x048BA7D
8B 55 08 8B 42 0C 2B 05 58 E6 49 00 50 8B 4D 08
8B 51 08 2B 15 54 E6 49 00 52 E8 44 9E F9 FF 83
C4 08 88 45 FF 6A 0C 6A F4 E8 A5 38 F8 FF 83 C4
08 0F B6 C0 0F B6 4D FF 03 C8 88 4D FF 8A 55 FF
52 E8 ED 9D F9 FF 83 C4 04 6B C0 03 89 85 2C FF
FF FF 8A 45 FF 50 E8 E8 9D F9 FF 83 C4 04 6B C0
03 89 45 94 68 00 01 00 00 6A 00 6A 00 8B 8D 2C
FF FF FF 51 8B 55 94 52 8B 45 08 8B 48 0C 51 8B
55 08 8B 42 08 50 6A 27 90 90 90 E8 C3 34 FE FF
83 C4 20 6A 01 6A 27 E8 27 4B F9 FF 83 C4 08 C3
This is just a spawn command for shooting at the player.
0x042D960
E9 81 E4 05 00
0x048BDE6
55 8B EC 83 EC 20 8B 45 08 8B 48 04 81 E1 FF 00
00 00 74 20 6A 00 6A 02 8B 55 08 8B 42 0C 50 8B
4D 08 8B 51 08 52 E8 7F EE F7 FF 83 C4 10 8B 45
08 C6 00 00 8B 4D 08 8B 51 0C 8B 45 08 03 50 14
8B 4D 08 89 51 0C 8B 55 08 8B 42 08 8B 4D 08 03
41 10 8B 55 08 89 42 08 C7 45 E0 60 00 00 00 C7
45 E4 60 00 00 00 C7 45 E8 68 00 00 00 C7 45 EC
68 00 00 00 C7 45 F0 68 00 00 00 C7 45 F4 60 00
00 00 C7 45 F8 70 00 00 00 C7 45 FC 68 00 00 00
8B 45 08 8B 48 68 83 C1 01 8B 55 08 89 4A 68 8B
45 08 83 78 68 01 7E 0A 8B 4D 08 C7 41 68 00 00
00 00 8B 55 08 8B 42 68 C1 E0 04 8D 4C 05 E0 8B
55 08 83 C2 54 8B 01 89 02 8B 41 04 89 42 04 8B
41 08 89 42 08 8B 49 0C 89 4A 0C 8B 55 08 8B 42
6C 83 C0 01 8B 4D 08 89 41 6C 8B 55 08 81 7A 6C
2C 01 00 00 7E 20 6A 00 6A 01 8B 45 08 8B 48 0C
51 8B 55 08 8B 42 08 50 E8 9D ED F7 FF 83 C4 10
8B 4D 08 C6 01 00 C9 EB 05 68 E9 D9 42 00 C3
^Spawned projectile
0x436AE0
55 89 E5 83 EC 10 C7 45 F0 00 00 00 00 C7 45 F4
00 00 00 00 C7 45 F8 00 00 00 00 C7 45 FC 00 00
00 00 8B 4D 08 FF 41 70 81 79 70 FF 0F 00 00 7C
2D C7 01 00 00 00 00 68 00 01 00 00 6A 00 6A 00
6A 00 6A 00 8B 41 0C 50 8B 41 08 50 6A 04 E8 9D
84 03 00 83 C4 20 8B 4D 08 E9 9E 00 00 00 83 79
74 01 74 10 8B 41 2C 6B C0 10 89 41 10 C7 41 74
01 00 00 00 81 41 14 FF 03 00 00 8B 51 04 83 E2
05 74 32 FF 41 78 83 79 78 03 7C 1B F7 59 10 C7
41 78 00 00 00 00 6A 01 6A 0C E8 C1 9A FE FF 83
C4 08 8B 4D 08 EB 0E 81 41 0C 01 F0 FF FF C7 41
14 00 00 00 00 8B 41 10 8B 51 14 01 41 08 01 51
0C FF 41 64 83 79 64 08 7C 10 FF 41 68 83 79 68
04 7E 07 C7 41 68 00 00 00 00 31 C0 8B 41 68 6B
C0 10 83 C0 00 89 41 54 83 C0 10 89 41 5C B8 10
00 00 00 89 41 58 83 C0 10 89 41 60 89 EC 5D C3
Replaces Gravekeeper; also made by BLink
0x0429940
C8 40 00 00 31 C0 BA 80 00 00 00 89 55 C0 88 45
C4 66 83 C2 10 90 89 55 C8 53 B3 10 88 5D CC 89
55 D0 89 45 D4 83 C2 10 89 55 D8 88 5D DC 89 55
E0 88 45 E4 83 C2 10 89 55 E8 88 5D EC 89 55 F0
89 45 F4 83 C2 10 89 55 F8 88 5D FC 8B 4D 08 8B
41 2C E9 AB 44 FF FF 90 90 80 79 4C 00 74 17 31
C0 88 45 C0 88 45 C4 88 45 C8 88 45 CC 88 45 D0
E9 67 44 FF FF 90 8B 45 08 8B 48 64 83 C1 01 8B
55 08 89 4A 64 8B 45 08 83 78 64 00 7E 19 8B 4D
08 C7 41 64 00 00 00 00 8B 55 08 8B 42 68 83 C0
01 8B 4D 08 89 41 68 8B 55 08 83 7A 68 03 7E 0A
8B 45 08 C7 40 68 00 00 00 00 8B 4D 08 8B 51 68
C1 E2 04 8D 44 15 C0 8B 4D 08 83 C1 54 8B 10 89
11 8B 50 04 89 51 04 8B 50 08 89 51 08 8B 40 0C
89 41 0C 8B E5 5D C3
0x041DE1C
89 45 D4 89 45 D8 89 45 DC 89 45 E0 88 45 E4 88
45 E8 88 45 EC 88 45 F0 89 45 F4 89 45 F8 89 45
FC E9 73 BB 00 00 89 C1 40 49 50 51 E8 03 15 FF
FF 59 59 8B 4D 08 36 89 81 A4 00 00 00 E9 3B BB
00 00 C9 C3
Will stuff up the Snake weapon if it's not optimised, if you can't be bothered just redirect it to some free space coz I'm too lazy
0x04049C9
6A FD 6A F8 E8 7E A9 00 00 5A 5A 8B 4D 08 3C F8
74 2A 6B C0 10 6B C0 10 89 41 14 6A 38 6A 18 E8
63 A9 00 00 5A 5A 6B C0 10 8B 4D 08 80 79 4C 00
75 02 F7 D8 89 41 10 EB 35 90 90 90 E8 82 A0 01
00 8B 4D 08 C7 41 14 00 F8 FF FF E8 2E 00 00 00
90 90 6A 10 6A 01 E8 2C A9 00 00 5A 5A 3C 02 7C
0D 3C 00 7E D2 FE C8 E8 28 00 00 00 EB F3 6A 01
6A 1E E8 00 BC 01 00 5A 5A E9 B4 F4 02 00
0x041DCD2
C8 00 01 00 8B 4D 08 29 C0 81 79 40 FF 03 00 00
7D 09 83 79 24 19 7D 08 FF 41 24 E9 13 5F 01 00
C7 41 24 01 00 00 00 FF 41 40 EB EF
0x0433C00
E9 CD A0 FE FF 90 C7 45 D0 00 00 00 00 C7 45 D4
80 00 00 00 C7 45 D8 10 00 00 00 C7 45 DC 90 00
00 00 C7 45 E0 10 00 00 00 C7 45 E4 80 00 00 00
C7 45 E8 20 00 00 00 C7 45 EC 90 00 00 00 C7 45
F0 20 00 00 00 C7 45 F4 80 00 00 00 C7 45 F8 30
00 00 00 C7 45 FC 90 00 00 00 C7 45 A0 00 00 00
00 C7 45 A4 90 00 00 00 C7 45 A8 10 00 00 00 C7
45 AC A0 00 00 00 C7 45 B0 10 00 00 00 C7 45 B4
90 00 00 00 C7 45 B8 20 00 00 00 C7 45 BC A0 00
00 00 C7 45 C0 20 00 00 00 C7 45 C4 90 00 00 00
C7 45 C8 30 00 00 00 C7 45 CC A0 00 00 00 8B 45
08 8B 48 74 89 4D 9C 83 7D 9C 03 0F 87 3A 02 00
00 8B 55 9C FF 24 95 A5 3F 43 00 8B 45 08 8B 48
0C 81 C1 00 06 00 00 8B 55 08 89 4A 0C 8B 45 08
C7 40 74 01 00 00 00 8B 4D 08 8B 51 08 3B 15 54
E6 49 00 7E 0C 8B 45 08 C7 40 4C 00 00 00 00 EB
0A 8B 4D 08 C7 41 4C 02 00 00 00 8B 55 08 83 7A
20 64 7D 0F 8B 45 08 8B 48 20 83 C1 01 8B 55 08
89 4A 20 8B 45 08 83 78 78 08 7C 5B 8B 4D 08 8B
51 08 81 EA 00 00 02 00 3B 15 54 E6 49 00 7D 47
8B 45 08 8B 48 08 81 C1 00 00 02 00 3B 0D 54 E6
49 00 7E 33 8B 55 08 8B 42 0C 2D 00 80 02 00 3B
05 58 E6 49 00 7D 20 8B 4D 08 8B 51 0C 81 C2 00
C0 01 00 3B 15 58 E6 49 00 7E 0C 8B 45 08 C7 40
68 01 00 00 00 EB 22 8B 4D 08 83 79 78 08 7D 0F
8B 55 08 8B 42 78 83 C0 01 8B 4D 08 89 41 78 8B
55 08 C7 42 68 00 00 00 00 8B 45 08 0F B6 88 9C
00 00 00 85 C9 74 1E 8B 55 08 C7 42 74 02 00 00
00 8B 45 08 C7 40 68 00 00 00 00 8B 4D 08 C7 41
78 00 00 00 00 8B 55 08 83 7A 78 08 7C 76 8B 45
08 83 78 20 64 7C 6D 8B 4D 08 8B 51 08 81 EA 00
80 01 00 3B 15 54 E6 49 00 7D 59 8B 45 08 8B 48
08 81 C1 00 80 01 00 3B 0D 54 E6 49 00 7E 45 8B
55 08 8B 42 0C 2D 00 C0 01 00 3B 05 58 E6 49 00
7D 32 8B 4D 08 8B 51 0C 81 C2 00 C0 00 00 3B 15
58 E6 49 00 7E 1E 8B 45 08 C7 40 74 02 00 00 00
8B 4D 08 C7 41 68 00 00 00 00 8B 55 08 C7 42 78
00 00 00 00 E9 A2 00 00 00 8B 45 08 8B 48 78 83
C1 01 8B 55 08 89 4A 78 8B 45 08 83 78 78 08 7E
49 8B 4D 08 C7 41 74 03 00 00 00 8B 55 08 C7 42
68 02 00 00 00 8B 45 08 E9 3C 0B FD FF 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 EB 3F 8B 4D 08 8B
51 04 83 E2 08 74 34 8B 45 08 C7 40 10 00 00 00
00 8B 4D 08 C7 41 78 00 00 00 00 8B 55 08 C7 42
68 00 00 00 00 8B 45 08 C7 40 74 01 00 00 00 6A
01 6A 1A E8 48 C7 FE FF 83 C4 08 8B 4D 08 8B 51
14 83 C2 40 8B 45 08 89 50 14 8B 4D 08 81 79 14
B8 0B 00 00 7E 0A C7 41 14 B8 0B 00 00 90 90 90
8B 45 08 8B 48 08 8B 55 08 03 4A 10 8B 45 08 89
48 08 8B 4D 08 8B 51 0C 8B 45 08 03 50 14 8B 4D
08 89 51 0C 8B 55 08 83 7A 4C 00 75 2B 8B 45 08
8B 48 68 C1 E1 04 8D 54 0D D0 8B 45 08 83 C0 54
8B 0A 89 08 8B 4A 04 89 48 04 8B 4A 08 89 48 08
8B 52 0C 89 50 0C EB 29 8B 45 08 8B 48 68 C1 E1
04 8D 54 0D A0 8B 45 08 83 C0 54 8B 0A 89 08 8B
4A 04 89 48 04 8B 4A 08 89 48 08 8B 52 0C 89 50
0C 8B E5 5D C3 CB 3C 43 00 E7 3C 43 00 59 3E 43
00 BC 3E 43 00
Sorry but this one probably won't work for you because it uses space in both the Polar Star (Bullet) and the Snake (Gun), and will take some time to redo for free space, or optimise the code above to allow for the excess code.
Other than asm coding, I've also tested some TSC and tileset capabilities, also edited some of my maps.
I haven't yet done much else, because I don't have that much time, but I'm still spending as much time as I can (which isn't that much) on my mods.

EDIT: Next update will feature new edits across multiple areas, including different coloured/tiers of shootable starblocks, a handy force field entity with on-the-map customisable damage, with an option to make it invisible as well. Much of the storyline has been fixed, as well as most loopholes with weapons. Added more weapons (Now there are 15 I think, I removed the Snake to make room for 3 new weapons), and weapon debugging mode, which can be accessed via the new game option. Redone some tilesets, optimised some more code etc.
Also made every weapon except the first two use ammo. (Pls don't hate me for this)
Added new tier of hearts, missiles and XP for 18, 6, and 64 respectively. Redid XP tiers to 1, 4, 16, and 64.
Added loads of weapon expansions to make up for the ammo of previously specified weapons.
 
Last edited:
Apr 22, 2016 at 2:09 AM
Catz R cool
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#51
NEW UPDATE! Redesigned the whole first part of the mod, added various assembly hacks in previous post, added new custom ASM boss, the Critter Machine. WARNING! Very RNG-based!
Redone some previous corrupted maps, also added in some unimplemented cutscenes. Link to new update in the OP.

EDIT: Also, here's the list of weapon thingies
If you get the Northern Star, you can't get the Blade, vice versa
If you get the Machine Gun, you can't get the Fireball, vice versa
If you get the Explosive, you can't get the Acid Bubbler, vice versa
Northern Star can be upgraded to Super Spur
Machine Gun & Blade upgrades are not implemented yet
Fireball can be upgraded to explode
Explosive and Fireball together can be traded in for Firework Explosive
Firework Explosive can be upgraded to Cluster Firework Explosive
Acid Bubbler upgrades not implemented yet
Missile Launcher ==> Super Missile Launcher ==> Ultra Missile Launcher (Not implemented yet)
 
Last edited:
Apr 22, 2016 at 8:58 AM
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#52
First let me start off by saying whoooooooaaaaa that has to be the craziest collection of weapon edits I've ever seen :greydroll: I'm sure i've seen that spreading Polar Star before, was that you or someone else's hack?

On to the game proper:
-Trying to fire the Machine Gun crashes the game.
-Isn't it nice here standing under this water?
-Forcing (?) the player to have to wait for their ammo to recharge in order to shoot though a 4-strength block in order to proceed possibly isn't the greatest design choice, especially when the rest of the cave takes some learning and they might not have gotten that hidden lifeup.
-In fact scratch that, it seems impossible to get back without taking forced hits for invincibility abuse, considering several of these spikes seem impossible to avoid otherwise. I either want to know I'm doing this wrong/going the wrong way (I tried looking for another path) or I'm not trying anymore until at least that star block is changed.
-I don't mind the multi-hit damage from the spikes, but their hitboxes feel bigger than they should be, like I'm barely scraping them and then BOOM 20 health gone.
So yeah stopping for now.
 
Apr 22, 2016 at 9:23 AM
Catz R cool
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#53
First let me start off by saying whoooooooaaaaa that has to be the craziest collection of weapon edits I've ever seen :greydroll: I'm sure i've seen that spreading Polar Star before, was that you or someone else's hack?

On to the game proper:
-Trying to fire the Machine Gun crashes the game.
-Isn't it nice here standing under this water?
-Forcing (?) the player to have to wait for their ammo to recharge in order to shoot though a 4-strength block in order to proceed possibly isn't the greatest design choice, especially when the rest of the cave takes some learning and they might not have gotten that hidden lifeup.
-In fact scratch that, it seems impossible to get back without taking forced hits for invincibility abuse, considering several of these spikes seem impossible to avoid otherwise. I either want to know I'm doing this wrong/going the wrong way (I tried looking for another path) or I'm not trying anymore until at least that star block is changed.
-I don't mind the multi-hit damage from the spikes, but their hitboxes feel bigger than they should be, like I'm barely scraping them and then BOOM 20 health gone.
So yeah stopping for now.
Yeah, I think that the PS hack was Noxid's; I credited him... Also that was the only weapon I borrowed, I coded the rest myself. I would've done the exact same hack myself; it's just that I found that he'd already done it, so I decided not to.
You can stand on the edge of spikes without taking damage.
I intended for the player to have to farm the Energy Capsules/Bats for EXP; There is even an (un) save point provided where the first life capsule used to be.
Yeah, some of the weapons are buggy.
The hitboxes of the spikes are actually SMALLER than the original ones!
This Path.PNG
^Are you talking about this place? If so, that's the correct path. The (un) save point is also clearly labelled in the above image.
Also, do you mean the weapons are good, or bad? I don't know what you mean by craziest.
The Level 3 Northern Star can break Tier 4 Starblocks in 5 shots, I think. Below Level 3... Well... It'll take more than that. I've nerfed the Starblocks anyway.

EDIT: Fixed the Machine Gun issue.
EDIT2: Here's the new boss I recently implemented, if you want to take a look at it. Sorry about the video quality and my bad Cave Story skills
Also, here is a summary of the boss.
Maximum Health = 3000
Starting Health = 3000
Will regain 1 health per 7 frames when idle.
At maximum health, will summon 1 Critter per 64 frames.
Critter spawn rate will increase up to double the lower the boss health is.
Will fire Critter projectiles at the player, 1 every 7 frames.
256/1024 Red Critter, 7HP, 13 Damage
256/1024 Blue Critter, 32HP, 6~12 Damage, Flying
256/1024 Pink Critter, 31HP, 8~18 Damage, Projectiles, Flying
192/1024 Green Critter, 16HP, 16~24 Damage
32/1024 Yellow Critter, 127HP, 127 Damage
26/1024 Black Critter, 256HP, 32 Damage
6/1024 Rainbow Critter, 1023 HP, 4095 Damage, Heals 1HP per 25 Frames when damaged.
Will play a warning sound whenever a stronger Critter appears; if too many Rainbow Critters spawn, you're dead!
Sound for Yellow/Black Critter is Core pulling sound effect
Sound for Rainbow Critter is Core charging up energy blasts
 
Last edited:
Apr 22, 2016 at 1:28 PM
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#54
I meant the weapons were cool, I'm looking forward to getting to use them in the game proper :D

I intended for the player to have to farm the Energy Capsules/Bats for EXP; There is even an (un) save point provided where the first life capsule used to be.
I didn't bother to play through the whole opening scene again so I missed that. And that's all very well and good, but there's zero experience between the getting the weapon and going down to the 4-strength block for the first time, let alone the next times after that. It literally does nothing but force you to wait and is only going to bore players to death before they even get out of the first cave, never mind that leveling up fully isn't even necessary. Anyway I'll keep going for now.
-I think Booster was supposed to change into Quote here but he didn't :koron:
-It's possible to get both the Blade and the Northern Star by declining the Star the first time then checking the chest again. Also it doesn't animate as opened.
-Wow this mod really likes its unseeable paths huh
-Most of the second part of the Sand Zone is fairly easy, which again makes it a pain to go through it only to miss at the jumping section, die in one hit in the cramped boss fight room or mess up the block climbing section which is very easy to do with these weapons (thank god I didn't... also that life capsule stuck in the crack before the fight looks awfully like a trap as well.) The simplest remedy is probably a save before the boss or the jumping section, but if it's the latter maybe make it less easy to slide out of that pillar before the first jump.
-That life capsule/exp caspule are in no way worth it :critter: I do like that you made the Fire Whirr's projectile destroyable though.
-If you can't get the Fireball after the Machine Gun you may want to give an option to grab it from the chest instead of just auto-giving it.
-So far the Blade has been a no-brainer to pick over the Northern Star (I kept both), it's better for both damage and coverage. Even with the Star's fancy spreading it still tends to let enemies and projectiles through, which isn't worth the unreliability in these already difficult areas. You could probably afford to double its damage at each level and the Blade would still be slightly better.
Got up to the Labyrinth, I'll stop there for tonight
 
Apr 22, 2016 at 9:02 PM
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#55
Like what DoubleThink said, these weapons are insane! When I saw the exploding fireball thing which I don't know the name of, I was sold. These weapons seem insane, when I saw that rainbow critters have 1/3 of the boss's health, I honestly thought the boss would be hard, being able to spawn THOSE, but I think the weapons balance it out. I'm probably going to install this when I get the time.
 
Apr 23, 2016 at 12:35 AM
Catz R cool
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#56
I meant the weapons were cool, I'm looking forward to getting to use them in the game proper :D

I didn't bother to play through the whole opening scene again so I missed that. And that's all very well and good, but there's zero experience between the getting the weapon and going down to the 4-strength block for the first time, let alone the next times after that. It literally does nothing but force you to wait and is only going to bore players to death before they even get out of the first cave, never mind that leveling up fully isn't even necessary. Anyway I'll keep going for now.
-I think Booster was supposed to change into Quote here but he didn't :koron:
-It's possible to get both the Blade and the Northern Star by declining the Star the first time then checking the chest again. Also it doesn't animate as opened.
-Wow this mod really likes its unseeable paths huh
-Most of the second part of the Sand Zone is fairly easy, which again makes it a pain to go through it only to miss at the jumping section, die in one hit in the cramped boss fight room or mess up the block climbing section which is very easy to do with these weapons (thank god I didn't... also that life capsule stuck in the crack before the fight looks awfully like a trap as well.) The simplest remedy is probably a save before the boss or the jumping section, but if it's the latter maybe make it less easy to slide out of that pillar before the first jump.
-That life capsule/exp caspule are in no way worth it :critter: I do like that you made the Fire Whirr's projectile destroyable though.
-If you can't get the Fireball after the Machine Gun you may want to give an option to grab it from the chest instead of just auto-giving it.
-So far the Blade has been a no-brainer to pick over the Northern Star (I kept both), it's better for both damage and coverage. Even with the Star's fancy spreading it still tends to let enemies and projectiles through, which isn't worth the unreliability in these already difficult areas. You could probably afford to double its damage at each level and the Blade would still be slightly better.
Got up to the Labyrinth, I'll stop there for tonight
Right. There are a few hidden save points in shootable blocks, namely one before the Critter boss fight! I maybe should make those look slightly different from the actual blocks, but I'll do that later. Also, the Northern Star will be traded for the Super Spur, which you might have already seen, and I have yet to implement an upgrade for the Blade. Also, the Northern Star can get 'Critical Hits' on enemies by hitting them exactly where the bullet splits. The crits do up to about 64 damage each.

The Cluster Firework Explosive was the hardest weapon to code for me, because not only did I have to seriously optimise the Missile Launcher, I also had to rewrite the entire coding of the Fireball to account for the randomised directions.
EDIT: Mini update, nerfed the Blade from max 3 Blades to 2; originally a bug.
Added upgrade for Blade, can now throw unlimited Blades, a bit buggy right now
EDIT: Another mini update, fixed shootable blocks, fixed weapon issue with getting both weapons (I think), allowed the player to decline the MG.
New update: https://www.dropbox.com/s/7vddue90heza0u0/Rise_Of_Ballos_v0.8.0.1.zip?dl=0
Also updated the Critter Machine a bit, allowed the spawn rate to get much higher, also edited some of the critters it spawns (They are all edits of critters from the vanilla BTW).
 
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May 2, 2016 at 11:40 AM
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#57
Slight continuance: I actually kind of enjoyed the Labyrinth once I figured out what was going on, but having to complete that + the entire end section of the Sand Zone with (seemingly) no save point is far too long (I put hax back on to get there). The destroyable droplets were a neat idea too. However now I've taken the teleoporter back to save, I can't continue because it's not possible to get back out of the little room that it's in due to the ceiling slope tile there. Looks like Seasons already mentioned this. Even upon haxxing back to the same point I'm stuck because the computer has already been activated but the tiles have been respawned :hoppy:
 
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May 2, 2016 at 12:14 PM
Catz R cool
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#58
What do you mean no save points? There is a Save Point inside a Starblock at the end of Sand Zone, one in Chaba's shop, one in the Camp, one in Labyrinth B, one in Labyrinth S etc.
 
May 2, 2016 at 12:53 PM
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#59
Oops yeah I was going to go back and add that I meant before Chaba's shop in the last post (didn't get the one at the end of SZ). Still stuck though :pignon2:
 
May 5, 2016 at 10:34 AM
Catz R cool
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#60
New Update...
Added 4 new boosters!
Now there are 8 Boosters!
Booster v0.8, in the vanilla.
Booster v1.6, Basically the Booster v0.8, but with more fuel and higher max speed.
Booster v2.0, in the vanilla.
Booster v4.0, Basically the Booster v2.0, but with more fuel and higher max speed.
Booster v6.4, Basically the Booster v0.8, but with unlimited fuel.
Booster v8.0, Basically the Booster v0.8, but with unlimited fuel and higher max speed.
Booster v16.0, Basically the Booster v2.0, but with unlimited fuel.
Booster v24.0, Basically the Booster v2.0, but with unlimited fuel and higher max speed.

Added 3 new weapons: Snake Mk2, Snake Mk3, and the Turbocharged Super Spur.
Redesigned Mod Debugging Mode, feel free to blast your way through thousands of Starblocks (It's wierdly satisfying), also placed a copy of the Critter Machine if you want to test it early.
Added Lava Level mechanism, basically a resprited Water Level with damage.
Right now these things above are only in the code, they haven't been implemented in the story yet. I'm going to be doing a bit more assembly before I return to level editing. The above can be accessed via 'Mod Debugging Mode.'

Allowed 'Ignore Solid' bullets to break Starblocks.

EDIT:
Slight continuance: I actually kind of enjoyed the Labyrinth once I figured out what was going on, but having to complete that + the entire end section of the Sand Zone with (seemingly) no save point is far too long (I put hax back on to get there). The destroyable droplets were a neat idea too. However now I've taken the teleoporter back to save, I can't continue because it's not possible to get back out of the little room that it's in due to the ceiling slope tile there. Looks like Seasons already mentioned this. Even upon haxxing back to the same point I'm stuck because the computer has already been activated but the tiles have been respawned :hoppy:
Why would you need the tiles to get through? You might've already seen the secret path I made beside the tiles. You need to take damage to go there, though.

Also, another slight new update, introduced Slippery Conditions, which I've implemented into the map Frozen Caves. Currently that map is connected to the Sand Zone, which is sort of illogical, but I'm going to add a map inbetween later.
 
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