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CSTSF 2016 Modding Competition Discussion & Submission Thread

How many extra days do you think you'd need in order to be able to complete your mod entry?

  • None!

    Votes: 6 30.0%
  • 1-4 days (The extra weekend)

    Votes: 4 20.0%
  • 4-7 days

    Votes: 6 30.0%
  • 7+ days

    Votes: 4 20.0%

  • Total voters
    20
  • Poll closed .
Old topic!
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Jul 13, 2016 at 1:52 AM
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I probably won't be back up on my PC in time before the voting for the contest is over, but I still can't wait to play all the submissions.
 
Jul 13, 2016 at 5:12 AM
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Just as a heads up/to make sure I have this right, I believe there are now just under 48 hours remaining to get submissions in. We're into the home stretch!!!
 
Jul 13, 2016 at 10:26 AM
Catz R cool
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Jul 13, 2016 at 10:30 AM
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Just to clarify, what's the exact time of the deadline? Can't be bothered to find it among all those posts
post a link to your mod in this thread before the end of the submission period, which is the second Thursday of July. That's Thursday, July 14th 11:59PM EST to be specific.
It's literally in the OP.
 
Jul 13, 2016 at 10:40 AM
Catz R cool
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Jul 13, 2016 at 4:25 PM
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alright so its not what i really wanted to release but im still semi proud of it
my previous idea was too big and couldnt fit into a month long deadline
you can expect it at a later date ;)

anyway here's this thing

RAVE BAR

DOWNLOAD LINK

edit: people have been telling me I'm a fool for keeping profile.dat and window.rect in the download
and for that, i am sorry
 
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Jul 14, 2016 at 12:22 AM
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Well, I didn't have as much time to work on my mod as I would've liked but... Here it is anyway.

Pierce Feverdream

It's not done so... Yeah, demo... Enjoy...

Yeah, so my mod is supposed to be story focused, but I couldn't work on my mod that often so the demo is REALLY short. Apologies in advance.
 
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Jul 14, 2016 at 1:38 AM
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Well, I didn't have as much time to work on my mod as I would've liked but... Here it is anyway.

Pierce Feverdream

It's not done so... Yeah, demo... Enjoy...

Yeah, so my mod is supposed to be story focused, but I couldn't work on my mod that often so the demo is REALLY short. Apologies in advance.
I look forward to the continuation of this story

but the scaled up crates look really weird tbh
 
Jul 14, 2016 at 3:03 AM
Catz R cool
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Jul 14, 2016 at 6:41 AM
Fluffin' around
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Well, looks like I'm finally done, so here it is;
Metronari
In case anybody wonders, the lack of story is intentional.
Code:
==Story==
According to legend, there is a special box that contains a maze, not many have come out, or even have ever seen it.

==Credits==
Kenzo_ITN: Playtesting my mod, and making me make up a story.
some non-forum friends: Playtesting my mod.
Noxid: Creating BL so people can mod CS.
Pixel: Creating Cave Story.
Tpcool: Announcing Modcon2016, which is my main reason for making this.
Random people on the forums: Helping me out with various things.
EDIT: A small oversight made the boss fight not happen, and leave the player stuck, I'll fix this as soon as I can.
EDIT2:Should be fixed now.
 
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Jul 14, 2016 at 10:09 AM
Okay I give up... for now
"What is a man!? A miserable pile of secrets! But enough talk, have at you!"
Join Date: Dec 31, 2011
Location: United States
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Well, guess I didn't get around to making that mod that I thought about making. Maybe some day I'll find a way to tell these fan fictional stories I've had looming around in my head these past few years. In any case, good luck to all of the contestants who entered, looks like this thread has generated a lot of original work.
 
Jul 15, 2016 at 1:14 AM
going down
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K I L L J O Y

Killjoy is a roguelike mod that generates a different run every time you play. There isn't much depth beyond that, though.
This mod was made in like 4 days time total due to time constraints and me being an awful procrastinator, so sorry for the apparent lack of content.
I WILL be making an upgraded version later in the future, however, with NEW FEATURES, such as gameplay.

Download: https://www.dropbox.com/s/p3q4fibo1sk3cut/Killjoy.zip?dl=0

ALSO ALSO i forgot to put this in the readme but thanks bigbadwolf and blink??? for the <RNJ hack this mod would NOT be possible without it
 
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Jul 15, 2016 at 1:15 AM
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Now that I'm not dead tired from visiting water parks every day, I guess it's time to try out the rest of these entries. I would have gotten to these days ago, but alas, I was on vacation.


dude what
1. that tiling is pretty bad, even if it's intentional; pretty self-explanitory.
2. putting white text over light grey/white tiles makes it really hard to read

some of the words/letters on the title screen look a little odd

why does every mod have to start with the kazuma cutscene
even if you try to incorporate it into your mod
why does it have to even exist


a tip to live by
however, there should probably be a space after the dash
also, having more than four lines of text before a <NOD is generally not okay


early line break


"It" should be "it"


added an unneccessary empty line


even if you're trying to be ironic, this's still a tiling error


flat tiling is flat


hey polar
but uh, why is polar in here


hey polar

oh ok
so it was just a pointless in-joke


bruh
also the map name was too long and got cut off

time to kill myself and see what happens if i don't follow your path


ahahaha
haha
ha...


if you come in here without the polar star, you softlock the game since the door doesn't work

i understand that you point out what NOT to do with the signs, but making the same mistakes, especially ones like places you can fall out of the mod, are still not okay to include in your mod whatsoever


deja vu

you didn't put a <KEY at the end of Spirit's level


you misspelled doukutsu


you what my dude


boy do i love the same metallic tile used for entire maps

nice message at the end there


wait why am i here
The idea of a mod made to help give pointers to others on how to make mods of their own is a nice one, though I can't help but think that it's been done before at least once... As for the mod itself, it's filled with TSC errors (one of them able to softlock the game) and tiling errors. Intentional or not, they detract from the mod. The attempts at being funny with in-jokes also got really old really quickly. Occasionally bringing them up in casual conversation is one thing; actually putting them into a mod is another thing entirely.

The intro cutscene before the title screen feels like it could have used a little more to it. Someone walks through the door, the fire coughs up a plume of smoke, and then nothing happens for a few seconds.

nice title screen music


this room is a little lacking imo
the tiling isn't repetitive or anything (you actually did pretty good); it just feels like it could use a little more furniture besides a bed and a fireplace being your room and all


dude
weed
lmao

also, her facepic didn't show up for a split second


how the heck did you get there so fast


you could give a better reason i can't go the other way aside from "no"


"now" should probably come later in the sentence

woops, missed the instance but there was an unneccessary blank line a few messages after the previous screencap


nice usage of green devils and rollings


missed it again, but i think you needed a <NOD after the ellipses before this


had a giggle


probably could have used a bigger explosion noise tbh

oh woops, forgot to check if a H/V trigger was present
time to redo all that plot dump


why is this a thing again


is that person supposed to be there

ok so the trigger IS there
good


the stone feels like it could use some more irregularities and less straightness, though the metal being straight is more forgiveable


could've just said that the ship was empty


when did i lose the nemesis/lightning


not really liking these quick man lasers tbqhwufam

these enemies feel a little too tanky


the fug are those

oh
we actually megaman now


the flatness is really starting to bug me


1. holy dicks that's not ok
2. i was able to stand on that laser for a little bit before exploding

ok like
in megaman i think you were given barely enough time to react to these
in this you just die


both in enemies and uh
other things


muh 4th wall breaking


oh no
my single-missile missile launcher


obligatory ebin undertale reference

holy balls this fight is dumb
it'd be more doable if i had invincibility frames, but the various events running eat them all

also, so many fish missiles were on the screen that some of them didn't leave smoke trails


by playing it super lame and standing in one spot

what the fug was that ending


wait why do i only have 50 hp now
It was a pretty enjoyable mod, and that's certainly the first time I've seen a final boss such as that one. However, it has a few problems with it. Firstly, the levels are pretty empty. There's a lot of negative space with nothing filling it. Secondly, the final boss constantly eating invincibility frames made the fight a lot more difficult and unfair than it should have been. Lastly, the writing felt a little stiff. It's hard to describe, and it in and of itself is pretty minor, but it didn't flow too well. Oh, and the whole 4th wall breaking and Undertale referencing thing could have been dropped tbh. Referring to TNO would have been perfect, but referring to yourself so blatantly was a little cringey. The Undertale thing speaks for itself.

>using Story in the title
instant 0/10
into the Recycle Bin it goes


why mention your age


sounds interesting, but i'm most likely not good enough

more than three lines of text in a single message box without a <NOD is bad


Will is the only correct answer


i accidentally triggered this a second time
also why the heck did you switch from .. to ... in the same message box


this is super hard to read


i can't tell if this triggered when i killed everything or when i tried to inspect something that was invisible
if it was the latter, that's not ok


this is my second time getting this sandcroc battle, and the terminal is already on this time

>too lazy to make steps or a ladder
cmon


o shit waddup


ruh roh
i think i found a dev room

alright i'm stuck
Whoa, never thought someone would make a maze game with Cave Story. Finally, a maze done right. I have a feeling that there's more to it that I can't figure out, though. I know the hint you gave on Floor 2 tells you to press the buttons in the order North > South > East > West, but nothing happened when I did so. There's also the fact that you didn't take out what is definitely a dev room (the room with the consoles that triggered each of the floor's battles). Speaking of the battles, the encounter rate was a little too high and the variety a little too low. Doing the same room over and over every couple steps gets a little tiring.

If you could tell me if I was missing something so I can give your mod a more thorough playthrough, that would be nice.

rave story 3?
submitted by someone who isn't polar??


but why


facepic flickered a little before this message


yes

this also totally isn't sandaime's farm or anything


polar gay


pardon

*opens up trusty copy of Rave Story(TM)*


quite literally the same map

i'm not sure how to feel about all these self-inserts


>referencing Overwatcher
you're losing me


that's about as much as i expected, really


wow you read my mind


how dare you tell me to talk to people
i would rather sit here
in the corner


this thing keeps randomly turning into toroko


why


let me do it anyways you nerd


haha oh wow
This mod was severely lacking in, well, MOD. There were a whopping two maps, no combat, and no story. It was literally just talking to self-inserts from the Discord group for two minutes. The two maps you did use weren't even original, either; the first one was a minorly edited Yamashita Farm and the second was ripped straight from Rave Story. You also somehow managed to mess up the TSC in First Cave, causing it to warp me into a wall instead of into Start Point when using the door.

different title screen, same music


lotsa negative space


i heard a breakable block break when i shot off screen here, but going over there reveals nothing


those spikes in the water are obviously spikes, but that big triangle doesn't look nearly as dangerous


i didn't even touch the spikes and i died


hiding enemies in blocks like this is not ok

i'm really not a fan of this style
black and white may be easy to work with, but it's too bland for me

platforming by itself isn't too fun either


you forgot to put a <NOD at the end of the switch remote chest's message


what, no music change?


why is this transition randomly here

and now we run into the problem caused by every enemy looking the same
some critters have more hp, can jump, and can shoot, but they look no different than the regular critters

after the jetpack, i have no idea where to go next
This was a pretty mediocre submission in all honesty. The only thing I would consider different is a weapon whose sole purpose is to hit switches and deals no damage to anything else. The graphics were much too simply for my taste, and in some cases they actively made the mod harder than it should've been. The Balrog-esque boss should have had its own music, too.

Given that I got stuck, I would appreciate it if you told me where to go next (or at least give me a hint) so I can play your mod more thoroughly.

Odds are that I'll either edit this post or make a new one for the rest of the mods since I'm probably getting close to the image limit.
 
Jul 15, 2016 at 1:20 AM
beep boop
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Jul 15, 2016 at 2:37 AM
Everything Else Is Irrelevant
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Only a few hours remain before the closing bell now.
 
Jul 15, 2016 at 3:34 AM
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Jul 15, 2016 at 5:02 AM
Tommy Cool
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AND THAT'S IT FOLKS! It is really awesome seeing all of these submissions, with many of them being quite literally last minute entries. This marks the end of the submission period, and I will be posting a new thread very soon. I can't wait to get to the voting portion, so see y'all then.
 
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