>>2
of course it does, it's only two maps out of something like 90ish.
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Anonymous2005-10-29 5:08
>>3
I hate to say it, but, no, it's not the small amount of maps that sucks, this game just does. Having blocks that come out of the wall randomly with no way to detect them isn't "hard", it just makes you play until you have them memorized. Also, I got trapped between the two dropping blocks on the bottom and had to reset - you shouldn't /have to/ reset. On the left side of the screen where you have the retarded backwards spikes, I touched them and got pushed off the screen - again, restart required. These aren't "challenges" that you can strive against - it's just extra steps to take.
If you want a "hard mode", go through the game without getting any life-ups and staying at 3 life, like I did. You can survive 1 hit from some enemies, like the bats... That is some fun & challenging shit.
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Anonymous2005-10-29 5:16
>>4
err, the point is to re-design the game, not to make artificial challenges.
I also made visual cues to the traps. Like the water dripping, and the blocks that were different from the rest in the walls.
As for the spikes, those will simply kill you in the final version, so don't touch them.
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Anonymous2005-10-29 16:19
>>5
Yeah, I saw the water dripping for the ones at the top... didn't notice the pattern on the tile, though. Anyway, my point still stands that you have areas where you don't die, but get "stuck" and have to restart the game - that's just bad game design.
And this is supposed to be harder than normal? We get 28 life and there are some slow moving bats that do 1 damage, and move on a standard pattern. That's not very difficult.
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Anonymous2005-10-29 17:09
>>6
I think the dude means it isn't supposed to be more difficult. It's just an alternative version.
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Anonymous2005-10-29 17:30
>>6
I put that extra life thing there so you wouldn't get frustrated, and get a chance to see the changes in the next area. And it's just a demo, I made it in 2 hours. It's not perfectly polished.
In the final version, that wont be there. You'll also only start with 3 life, capsules that normally give 3 life will give 2, and capsules that normally give 5 life will give 3.
Enemies will also have more HP and some will do more damage.
You'll have 25% less time underwater before you drown.(normal time is 40 seconds, new time will be 30 seconds.)
I'll probably also add in new weapons and a new extra area. Something like hell, but with less spike traps and more shmuping to avoid enemies and projectiles.
>>9
The customer is always picky and opinionated.
I'm not trying to please everyone with this, just learn how to use Doukutsu Monogatari as an engine to make platformer games.
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Anonymous2005-11-01 22:52
I'd like it better if you made a new story for it... Like a sequel or something.
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Anonymous2005-11-01 22:53
>>11
lol, because sage will affect the advertisement, right?
Trolling in world4chan outside fo VIP is a good way to get banned.
age for someone giving money to moot, and this mod, keep at it!
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Anonymous2005-11-02 9:15
Hmmmm, advertisement.
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The Red Barron2005-11-02 10:04 (sage)
WTF. Why advertise a thread?
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Anonymous2005-11-02 10:16
Because its a meat sink (Money Sink?). 4chan gets money and the thread will eventually die. Nothing ventured, nothing lost.
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Anonymous2005-11-02 13:55
Heh... A guy using an underground popular game as an engine to make his own crappy version of the game, and without any hearsay on what PIXEL has to think about it...
I smell a failure...
>>16
Just cause PIXEL isn't going to make another Cave Story, doesn't mean they don't give a damn what you do with what they have already made, or trying to make a new one based off their story and ideas.
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Anonymous2005-11-02 14:13
pro tip: killing the player within the first 2 seconds of the game is a good way to get people to quit and delete your game!
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Glassfragment2005-11-02 15:30
Haha, I jumped outside the boundaries of the screen and fell offscreen for ever and ever in the "First Cave"... XD
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Anonymous2005-11-02 15:57
>>8
Those sound like good ideas. Good luck with them! >>9
In my universe, bringing a product's potential flaw to the attention of the producer is actually helpful.
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Anonymous2005-11-02 21:11
Good luck on the hard type thing, change the banner when you get a final release or a larger beta.
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Anonymous2005-11-02 21:55
Actually, the thing that's most funny about this, is that the guy decided to actually BUY OUT A BANNER for a game that's gonna be non-profit and in all honesty, probably not very popular.
So, why buy a banner when you aren't even making a decent game?
Because you are an A-T-T-E-N-T-I-O-N W-H-O-R-E.
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Anonymous2005-11-02 22:56
>>30
Will do. >>31
Because anonymous = attention whore, right?
If I wanted praise or attention, I'd have a name.
I just want to do something fun, and the banner is already serving its purpose by getting ideas and input into this thread.
I'm not doing this for money, popularity, attention, or anything.
Just doing it because I had a spare 20 dollars, free weekends, and wanted an excuse to do something interesting with Cave Story's engine.
If you dont like it, you do have the option of ignoring it, or contributing ideas to make it better.
I'm open to new and original ideas.
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Anonymous2005-11-02 23:41
Go ahead and make a new game (Not based off of Cave Story). If you need help designing new characters/items/monsters give a call to anonymous. He can make pixel art and explode it to 200% just as well as pixel can.
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Anonymous2005-11-03 1:07
You might consider making some 100% puzzle/platforming segments - no enemies, just an obstacle course style area.
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Anonymous2005-11-03 16:52
RAWR!
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Anonymous2005-11-03 17:03
After going through the first 2 areas, I thought I'd play through a little with the extra health just for shits - anyways - When I teleport to grass town - I get put in a bugged map -was this messed with too?
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Anonymous2005-11-04 0:19
>>36
it's a problem with changing the tilesets of areas.
If you change the tileset of an area, the initial association of the tileset, in this case grasstown, loses all of its tile placements.
This can either mean the area will become a clone of the other area, or become completely fucking borked.
In other words, if I change one tileset, I'll need to edit its parent map.
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Anonymous2005-11-04 6:27
>>31
oh no! how dare he give money to 4chan! you fail.