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Monthly Archives: November 2010

Here’s a quick screen shot:

I like the way this one looks.  I had a big help from Noxid with my booster hack, “meaning he did it all” so now the booster 0.8 functions as a double jump, and the booster 2.0 is limitless.  Prepare for a spike surounded boss fight!  The double jump increases the max jump height from 3 blocks to 5, “when used correctly” and I plaed with it forever. 

I said schme because I havn’t gotten much of the map making done this week.  Whenever I think of the tsc needed and how long and tedious it will be, my brain just kinda shuts down.  But I will do it this week, and hopefully not be lazy again.

EDIT: Looking at all the screen shots I’ve taken, I can see why some might think of this game as being a little random.  I can assure you that it is not, and that this game will be serious, the places are going to be linked together properly, and there will be cake. lie

I finished two songs this week, and they came out pretty good.  One original, one half original, half sequenced.

Here is the first: http://www.mediafire.com/?0sa3wj835f76eu3

And the other: http://www.mediafire.com/?c1m88gbhf21z558

As you can imagine, the names you see in the downloads, will not be the names in the final product.  I still need another 5 boss themes.  This seems to be the hardest part of the mod.

I wish I had some screen shots for this week, as I finished a bit.  The pipes area is all finished, as is the puzzle area I started on tuesday, and of coarse the agriculture area.  I REALLY like the way the agricultural area came out.

I did some assembly for a bit and almost broke the game, good thing I fixed it, and am now going to try my hand at NPC editing.  Pray for me.  I really just need to edit the Ballos first form entity, but that will still be a lot of work. 

Now I’m trying to work on the abandoned living center, which has quite a few maps attached to it.  I need to put in a boss fight as well, and try to keep things just plain fresh.  I’m trying to use as little of Pixel’s ideas.  As well as make it hard.  So it will probably be a puzzel and key fetching area. 

If anyone has a chance, check out Carrotlord’s new mod.  It’s really hard, “at least in puzzles”, but it is really fun and totally worth the download.

EDIT: Sorry, one of the download links was duplicated, I fixed it.

Here are some screen shots. 

I finished the boss fight, dream sequence, and the first part of the areas using the pipes tile set.  With the =Spark= I can’t decide whether or not to include a boss fight.  I can’t decide because the range is literally a block in front of you. 

 The room after is pretty much finished, it just needs the TSC and flags applied for it and the next room. 

The game is meant to be pretty difficult and it is turning out to be so, but I’m really finding it hard to be creative with it.  I don’t want to just put in a bunch of badly located enemies and call it hard.  That is why I like to plan this stuff out ahead of time.  I’m really excited for things I know won’t even be released until probably the third or fourth beta.  Probably just because I know how to do them and can garaunte that no one has thought to do them yet.  I still need to get my beta out before GIRKAcheezer gets WTF 5.0 out.  If I don’t I’ll end up like the kid who follows up the musical artist with knock knock jokes in a talent show; wishing I’d gone first. 

I made an ORG this weekend and I can’t decide where to use it, it came out good, but I see two different places to use it.  ORG making sucks.  Even making remakes is hard, which is porbably the reason that I want to have mostly original music. 

To end it all, one more picture for good measure:

I just thought about it when I saw the sprite.

BYE!!!

Three things happened this week:

1: I finished the really big map, “except music”

2: I have composed the title screen song, “available for download later”

3: I did some editing in assembly and did not crash the game.

The others are pretty obvious, but as for assembly, I modified the values of the =Fire Ball= and made it into a gun that launches circular saw blades.  It launches out circular saw blades that bounce off of walls and when they hit the ground they travel along it.  The only thing remaining is to change its sound effects.

SCREEN SHOT

I keep on playing it and realize that it has become increasingly difficult to be creative.  I began mapping out the first really big area with terminals and walls in your way etc…  I was busy working in real life on Halloween, so I wasws too busy and tired to think of anything.  I’ll let you know when I do.  NEW WEAPON IDEA!!!  Behold the spark, “no image available”, it is a weapon with only a two block range and much power.   A weapon to use in the event you are close to an enemy and don’t want to deal with shooting a bunch of times.  Since range is practically nothing and power is really high, people would have to judge how much they want to do the damage.  The logic as already made, “thank you Polar Star” I just need to find out how you remove the little graphic from when you fire a weapon and when it reaches max distance, “I hate assembly”.

I’m should be doing homework right now, so see ya next week!