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Author Topic: Random Suggestions  (Read 4310 times)
andwhyisit
Quiet Traveller
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Posts: 26


« Reply #30 on: April 06, 2008, 04:19:46 PM »

Awesome.

Is it possible to save Nikimaru counter info into profile.dat?
Is the "curly follow" or "curly on back" things possible for an entire game?
« Last Edit: April 07, 2008, 05:22:32 PM by andwhyisit » Logged
JTE
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« Reply #31 on: April 10, 2008, 03:30:30 PM »

Depends on how you make them ... Currently, the Nikumaru counter doesn't exist at all anyway in AGL, you could make a Quote + Curly character skin and modify obj150.lua accordingly (Well, the SVN version supports character skins of any size, at least...), and so on... I think you'd still have to make an AI Curly object in every single map to have one throughout the entire game, though.
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andwhyisit
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Posts: 26


« Reply #32 on: April 14, 2008, 11:38:13 PM »

Isn't there a way to have the AI independent from the maps and just have them point to it?
Sorry, I am just used to the concept of functions. If I need to change the AI I wouldn't mind having to do it only once.
« Last Edit: April 14, 2008, 11:45:24 PM by andwhyisit » Logged
JTE
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« Reply #33 on: April 15, 2008, 07:03:50 AM »

Um ... The AI is fine. What are you talking about?

The objects EXISTING is what is map-dependant. Currently, only the player object can naturally traverse between maps, and even then, when you do so it is really destroied and created again in the next map.
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andwhyisit
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Posts: 26


« Reply #34 on: April 17, 2008, 11:04:02 PM »

Um ... The AI is fine. What are you talking about?

The objects EXISTING is what is map-dependant. Currently, only the player object can naturally traverse between maps, and even then, when you do so it is really destroied and created again in the next map.

Sorry I assumed from what you said that the AI was map-dependent. I meant being able to make the mod create the object for every map unless a switch (eg. Mimiga Mask or some other on/off switch) is off by just putting a line in each map to call a map-independent function that checks for the switch then creates and places the object (as in near Quote) or is this already possible, I haven't checked yet so I don't know. Sorry my terminology is based on another scripting/coding/programming (*shrug*) language :-[
« Last Edit: April 17, 2008, 11:10:55 PM by andwhyisit » Logged
JTE
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« Reply #35 on: April 19, 2008, 03:20:08 AM »

It is accomplished in Cave Story by placing an object (such as a dog or curly riding on your back) in each map which it appears, with a flag to turn it on/off. Which is why taking Jenka's puppies out of Desert Zone makes it disappear until you come back.
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andwhyisit
Quiet Traveller
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Posts: 26


« Reply #36 on: April 22, 2008, 03:42:14 PM »

Ah.

Will Agora's profile.dat be compatible with the original cave story?
Is it possible to add/remove/edit/rename options (New Game, Load Game, etc.) to the title screen when creating a mod?
What is the maximum size of a sprite?
What is the maximum dimensions of the various types of .pbm files?
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JTE
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« Reply #37 on: April 24, 2008, 12:30:21 PM »

Will Agora's profile.dat be compatible with the original cave story?
So far, I have made no changes that would render it incompatable, though I'll need to create a "new version" of it if you want more weapons, item slots, etc. than the usual has.

Is it possible to add/remove/edit/rename options (New Game, Load Game, etc.) to the title screen when creating a mod?
Currently, no. What kinds of options would you like to see?

What is the maximum size of a sprite?
What is the maximum dimensions of the various types of .pbm files?
Really frikkin huge. Smiley
I don't think there's a strict limit on pbm size in AGL, but due to npc.tbl's design, a single object should be able to have a sprite that is only as big as 510x510.
« Last Edit: April 24, 2008, 04:13:19 PM by JTE » Logged


Zeshiro
First Cave
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Posts: 2



« Reply #38 on: April 30, 2008, 02:55:11 AM »

Yeah, I'd come up with a trunkload of random ideas quite a while back.
Let's see if I can remember everything I was thinking of before..

Weapons:

Mouse:
 Projectiles from the mouse are canceled out by the snake.  The mouse bullet would move along floors/walls/ceilings, and wouldn't stop until it collided with an enemy.  This weapon refills like the machine gun, or the bubbler.

Level 1: One "mouse"
Level 2: Three large "mice."
Level 3: Spams "mice" rapidly.  Some change direction when they collide with a wall.

------------------

Spitter:
 Splashes out droplets of acid with liquid physics already in the game.

Level 1: Splashes like when you jump into the water
Level 2: Splashes like the sprinklers in the game
Level 3: Splashes like the sprinklers, only with huge drops that burst into smaller drops when they hit the ground or an object.

------------------

Katana:
 Hold down the fire button for a constant stream of slashes that appear around the player (much like the original level 3 sword, but with limited range) and damage nearby enemies.  Recharges after it's "ammo" reaches 0.

Level 1: Slashes directly up, down (when in the air), left and right of the player in the form of a slice.
Level 2: Slashes in the direction the player points the attack, but in almost an umbrella fashion.
Level 3: Slashes around the player entirely for as long as they hold the button, with okay range.  Bullets have the same effect as the original sword at level 3.

------------------

Magic Sword:
 Elemental Sword that does a different attack depending on the direction you're facing.  Up = rising fire attack, Down = Ice downstrike, and Forward is a lightning shank.  Inspired by Zero from the Megaman series.

Level 1: Shoots a fireball, iceball, lightning ball.
Level 2: 3 Fireballs, 3 iceballs, 3 lighting balls.
Level 3: **Rising fire attack would actually cause player to ascend doing a fire attack, with great speed and range. **Descending at great speed, and striking the ground with and ice sword.  Enemies directly hit die, shards fly out and freeze/damage/kill any enemies that are hit by them.  Lighting shoots forward like a bolt and will split and travel up or down if it hits a wall or object.

**(Should be able to bail out of movement by releasing the shoot button)

------------------
Master of Swords:
 Works like the sword in the 2D areas of The Legend of Zelda: Link's Awakening DX. Press the attack button to pull out the sword and slash.  Hold it in any direction you like and it stays out and charges like the Spur weapon.

Level 1: Slash
Level 2: Power Shank
Level 3: Spin attack

------------------

Knight's Sword:
 Works like the last sword, but when you're not firing, you're shielded in the direction you're facing.

Level 1: Slash
Level 2: Power Shank
Level 3: Spin attack + Fires a beam in the direction you were facing.

------------------

Boomerang:
 Self explanatory.

Level 1: Goes forward, comes back
Level 2: Sends out 2 larger boomerangs, that go forward, and come back
Level 3: Largest boomerangs. On the way back to you, they pass you and strike slightly behind you.

(Cannot shoot until the weapon comes back, continues when it hits an enemy)

------------------

The Mimiga King:
 Summons Mimigas that attack enemies for a few seconds before returning to you and disappearing.

Level 1: Mimiga children
Level 2: Frenzied Mimigas
Level 3: Big frenzied Mimigas (Igor)

------------------

Demon Crown:
 Damage enemies by bumping into them (projectiles still hurt. Charges like the Spur.  The Red crystal follows behind you in the air.

Level 1: Fires two trailing energy blasts
Level 2: Fires energy in all directions, bounces when it hits objects
Level 3: Spews out energy bats (when you reach max, the red crystal rotates around you protectively)

------------------

Staff of Misery:
 Use Misery's abilities.  (Also charges)..  Accessing it from the menu allows you to change maps using teleport.

Level 1: Bats
Level 2: Fire
Level 3: Black lightning (strikes enemies above and below the projectile.  Black orbs circle you until you are hit)

------------------

Dual Wielder:
 While you shoot, you remain stationary, but you can shoot in any two directions you like.  Ammo drains faster when using both guns.  Recharges like the machine gun.

Level 1: standard shot
Level 2: shotgun spread
level 3: machine gun (level 2)

-------------------

Air Craft:
 Changes to R-Type style gameplay.  (Similar to the fight with the Ironhead fish, but allows you to change direction left and right)

Level 1: single shot
Level 2: double shot
Level 3: triple shot

-------------------

Dragon:
 Similar to the hovercraft, but takes damage instead of you, and it can walk along the ground. (jump + jump again to activate the flying.  Has it's own limited HP, restores with a lifepot) If it dies it is lost to you.

Level 1: shoots like the Fireball.
Level 2: Shoots like the Nemesis
Level 3: Shoots like the Snake (level 3)

--------------------

Fire Gauntlets:
 Flails the player in the direction they fire, making them kamikaze the enemy like a bullet.  Range of the attack increases with level. Up = Shoryuken, Forward = Falcon Punch, Down = Giga Attack.  If the attack doesn't kill the enemy, the player damages the enemy and bounces back out of harm's way.

Level 1: Red Fire
Level 2: Blue Fire
Level 3: Black Fire

--------------------

Fish Missles:
 Homing missiles used by Monster X.

Level 1: Fish
Level 2: More fish
Level 3: MORE fish

--------------------

Bow & Arrow[size=12pt][b]Level 2[/b][/size]: Blot Out the Sun
[size=12pt][b]Level 3[/b][/size]: Fight in the Shade

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

[size=16pt][u][b]Gameplay[/b][/u][/size]:

[size=14pt][u][b]Game Modes[/b][/u][/size]:

[size=12pt][b]Deathmatch[/b][/size]:
 Standard death match.  A level is chosen, players battle to come out on top.  An option to toggle death by points, and death by hits would be good.  Players choose one starting weapon, and other weapons and items are scattered in randomized locations on each map. Limited to 3 weapons per person. Also, an option to toggle blood on and off on your screen.  Original Cave Story characters are all playable in this mode. NPCs, bosses, and regular enemies.

[size=12pt][b]Capture the Flag[/b][/size]:
 Take the enemy flag and bring it back to your base.  Deathmatch rules apply.  The person with the flag cannot use offensive weapons.  (Boosters, vehicles, and helping items are still usable).

[b][size=12pt]Cooperative[/size][/b]:
 Players start from a single destination, and work through a series of levels.  They can go through the game as they would playing alone, watching cutscenese and fighting bosses.  There is only one of each item in the coop storymode.  Some parts require multiple people using different items to play.  For example to open a door, three switches might need to be pressed simultaneously.  One in front of the door, one deeper under water, and one high up.  One person would stay while the others would need the Air Tank, and the Boosters.  Rather than exploding when you die, your character would simply fall, and you would be presented with the option of respawning at your last save point.  Rest stops would be placed much like save points.  This may be a house with the monitors in them, or a tent with a bed.  There would also be a trunk there for item swapping, so characters can swap their items with another player by placing them into the trunk.  When you respawn, you'd respawn at the last location [i]you[/i] saved at.  A person with a rope can carry someone who has fallen, and that fallen person's HP begin to rise.  When that person's HP reaches 50%, the person becomes conscious and you can let them go, or stay attached to them.  You should also be able to use your lifepots to revive them.  There should also be alternating paths to avoid linear gameplay, and alternate paths should open if not everyone reaches a boss at the same time.  Items used by bosses in Cave Story come with friendly fire.  There should also be an option to switch to someone Else's camera view.  Misery's staff should allow you to take multiple people with you.  Mods should be compatible with the cooperative story as well.

[size=12pt][b]Rat Race[/b][/size]:
 Fight your way to the finish line in maze-style levels.  Levels should be designed so that when a majority of people pass a certain point, a new path opens up so that others have a chance to catch up.  Only one weapon can be used per person, and they're selected before the race.

[size=12pt][b]King of the Hill[/b][/size]:
 Players fight to defend a small spot against an onslaught of enemies.

[b][size=14pt]New Items[/size][/b]:

[u][b]Empty Pot[/b][/u]: Collect all those spare hearts you don't use. (Stores 100, 200, and 300)
[u][b]Empty Jar[/b][/u]: Same thing, but for experience instead.
[u][b]Supporter[/b][/u]: Backup from another AI conrolled player with a weapon of your choosing.

[u][b]New Features[/b][/u]:

 A command to loads music in the same directory as the exe. For .ogg, .wav, .mp3. and .midi.  Also play any song from the game itself. Standard features for any online game.  Kick, ban, shout, ignore.

 A shortcut menu for online play, because you can't pause in real time and go to your menu for a lifepot.

 A feature that allows you to better customize cutscenese.  Even frame by frame animated scenes.

 Options to toggle music/sfx/resolution.

 Joystick compatibility.

 The ability to save/load online co-op games.  All non-present players being replaces by AI.

 Being able to load in custom characters.

 >>>>>>>>>>>>>>>>

That's all I can remember for now..
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andwhyisit
Quiet Traveller
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Posts: 26


« Reply #39 on: May 12, 2008, 09:09:41 PM »

Currently, no. What kinds of options would you like to see?
"Language Select", "Bonus Content", "NEW GAME +" Grin, etc.
« Last Edit: May 12, 2008, 09:11:23 PM by andwhyisit » Logged
andwhyisit
Quiet Traveller
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Posts: 26


« Reply #40 on: June 22, 2008, 05:17:40 PM »

Does agora support Pmd and pxtone (Pixel's other music formats)?
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JTE
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« Reply #41 on: June 25, 2008, 04:23:45 PM »

Not yet, pxtone might be possible, but I know absolutely nothing about ppp pmd's. Sad
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andwhyisit
Quiet Traveller
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Posts: 26


« Reply #42 on: June 25, 2008, 04:28:59 PM »

Is it possible to have more than 3 endings? I am hoping for at least five.
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JTE
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« Reply #43 on: June 28, 2008, 01:42:53 PM »

You can have as many endings as you like, even in normal Cave Story... Unless you mean different credits things, which I haven't even started yet.
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andwhyisit
Quiet Traveller
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Posts: 26


« Reply #44 on: July 17, 2008, 05:03:22 PM »

You can have as many endings as you like, even in normal Cave Story... Unless you mean different credits things, which I haven't even started yet.
Different credits was what I was after. Also I wouldn't mind the ability to continue the game a little before it ends and to give the option of creating a "New Game +" save.

Is this still being worked on? How far away is the next release?
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