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#Post#: 319--------------------------------------------------
Change Log [Frost]
By: Shane Date: April 22, 2013, 8:32 am
---------------------------------------------------------
I'll post the Change Log of Hope of Shan� - Frost Version here.
Each version will have its own posts. If you want to comment on
things in the thread, use the Main Thread
http://shanescavestory.createaforum.com/hope-of-shane-frostember/the-main-threa…
/>instead.
Also, please note that smileys don't appear in the ".txt" file
of the mod. Neither do links. :P
#Post#: 320--------------------------------------------------
Re: Change Log [Frost]
By: Shane Date: April 22, 2013, 8:41 am
---------------------------------------------------------
VERSION 0.1 (RETURN):
22 January 2013:
Began work on Hope of Shan�: Frost and Hope of Shan�: Ember.
Began work on the Frost and Ember tilesets... for now. Many more
will come, I can tell you that! Of course, all my mods have many
tilesets and spritesets, so whatever.
23 January 2013:
Worked on the spriteset of Shan�. She has brown eyes and long
brown hair, a green top over a long-sleeved white top, maroon
jeans and black shoes. She also wears a black glove on her right
hand. I also finished the starting rooms. I also made the
enemies' sprites - shading enemies is HARD. Shan� also has the
Ice Gun in Frost. I shall begin with her sister Chanelle in the
future, who will probably use fire-based weapons in Frost. And
by the looks of things, I like making detailed explanations...
26 January 2013:
Worked on the Frost tileset again. In other words, chilly.
3 February 2013:
Began work on the boss for Frost. It'll use Balrog's AI but will
be a Gaudi-ish foe. And then I walked off a cliff and ended up
DROWNING. Apparently falling to death is impossible so drowning
is possible. And I lost Internet access, so I can't do any
posting anymore for now.
5 February 2013:
Regained it. Anyway, Gaudi boss is now called Coolio. And has
ice shards floating near it that moves at random. Thanks to
Randolf/Wayne that the boss is named.
20 February 2013:
I fixed a minor map transition glitch between Frost Cavern areas
- getting stuck inside a wall sucks. I also added access to the
Boss Room, added the boss battle versus Coolio (with the Ice Gun
and 3 max HP, beating Coolio is a cinch) - he only walks around.
I don't remember which ORGs of Randolf I may use, but I remember
Battle being there - until then, though, I cannot add the music.
Also added the unnamed town of Frost with five houses (one being
locked), and added their NPCs... except for a few of those who
appear in "NpcRegu.bmp". The guy who guessed the status of Shan�
(amnesiac) hasn't named it yet. Until I am ready for
recolourations, several NPCs will use sprites from other mods of
mine, and that means some of the guys from my other mods make a
cameo here. In future versions, a Critter Invasion will take
place - the Critters who attack town look weird, you can see
them in "NpcTown1.bmp" if you wish. Anyway, Frost Shan� will get
a haircut as well, as her hair is very, VERY long. Her second
form ("Mimiga Mask" for most) will have her hair shorter, and
she'll be wearing two gloves instead of one. Her hair is long
enough to (in real life) probably impair her ability to jump,
but a case of Story and Gameplay Segregation will have to do,
right? I said I wasn't going to have ASM hacks in this mod, so I
won't. This mod has no facepics, though. ... Wow, you can see
how much I procrastinated.
21 February 2013:
Worked on Chanelle's sprites, although I don't have her with
weaponry yet. Also modified the sprites of the scientist
(building 3, top floor), because her sprites looked too much
like that of the antagonist. Also added a cutscene with Shan�'s
haircut - which somehow made her memory come back, and the ten
Critters of Invasion - but they respawn for practicing purposes.
Also, overkill with the XP Capsule in Shan�'s House. Seriously,
1341 XP crystals? Holy. Fudging. Shipwrecksauce. Regardless, all
inhabitants have alternate speech now when spoken to during the
invasion. I also began on the sprites for the boss of the
Invading Critters and for the other Invading Critters. I also
made the Purple Karjam's sprites and placed it in the mod. Note,
however, that the actual haircut happens during Shan�'s sleep.
So if you wanted to see it actually happen, you're out of luck.
:P
22 February 2013:
Began work on Kanpachi's credits pic - it's pretty hard, but I
won't give up that easily! Also added a second moon - it looks
like a heart and is a reference to Kingdom Hearts, although the
heart-shaped moon is called Haruto - Draconian for "heart". Also
added a brand new type of critter: it uses the Bute's AI. I get
pretty bored if I start spriting new enemies using unexpected
AIs. Also finally finished the Gigantic Critter Boss of Doom...
but its official title is still in the working. For now, its
filename is CritterX. Also added KarjamP himself into the mod. I
have yet to add Shane, though. And Kim.
23 February 2013:
Began work on the credit pics, and also did work on Zexion. Yes,
Kingdom Hearts' Zexion. But if he wore the black coat, it'd be
hard to see him at night, and he's on vacation. Also worked on
the pics for the credits. One of the characters that appear is
Sousuke Sagara, from Full Metal Panic - he appears as the
credits icon of Egregious One. Another character that appears is
Reverie from... well, Reverie - she appears as Kanpachi's
credits icon. Note: "Sousuke" is also spelled "Sōsuke".
24 February 2013:
One day left before version 0.1 is to be released. Worked on the
Credits, fixing any glitches that comes in my way. Also added
the songs, and fixed a minor mine-shaft-related glitch, as well
as added the second weapon: a Keyblade. Also made it impossible
to walk on water until the Invasion begins.
25 February 2013:
Mod released. Since it's a special version (being released on my
birthday), there's a special room.
#Post#: 321--------------------------------------------------
Re: Change Log [Frost]
By: Shane Date: April 22, 2013, 8:44 am
---------------------------------------------------------
VERSION 0.2 (INVASION):
17 April 2013:
Played through the mod a bit and updated the main menu graphics
somewhat. Also made two ORGs, one being a remix of "Temper of
Rage". I had also started with the Mystery Mines at last! The
monsters are pretty tough in their own way, but the Keyblade
makes short work of them, in a way. I also spent 39 minutes
working on the NEW title screen - yes, the title screen now
features a tiny cutscene related to Kimlasca Town being
destroyed by an antagonist. After that, the game skips to three
days later, where Shan�'s quest begins. It was pretty hard to
get the timings of each Intro Character's actions correct, but
maybe, just maybe... I'll add a minor cutscene before the game
actually begins? I dunno... but I do know that I'll have to ask
ten people - two from the Cave Story forums, two from the Battle
forums, two from the SCS Forums, and... I have no idea where the
other four will come from. Probably TV Tropes and one of the
other forums I'm a member of? Who knows.
19 April 2013:
Updated the Town tileset, and some more maps. Of note is the
weird contraption in town, which is, well, weird.
21 April 2013:
I (hopefully) fixed the dialogue glitch in Chanelle's dialogue
where "Shan� Lambrechts" is glitched. And I added the flags to
the Critters in the invasion.
22 April 2013:
I added the flag skips for the Critters. In addition, killing
them is rewarding: for each Critter killed, Shan�'s maximum
Hitpoints increases by 1 (for the first five Critters) or 2 (for
the other Critters), or 3 (for the final Critter). Killing the
last one will open the way to the Miara, a Sylraphian machine
gun with 25 ammo. The reward for side quests will probably be
Life Boosts, or maybe ammunition for weapons, but if it is ammo,
you'd need the Miara before you can obtain the reward. I also
removed Shane's Abode from access, and soon I'll remove
everything in it if I wish to. I also used more flags than I
planned. I also recoloured several things in the mod into a
bluish colour, as it's Frost. And when the time to test the mod
out came... GLITCHES! GLITCHES EVERYWHERE! I forgot about
several <CLR stuff, and some other dialogue errors, and also a
game-breaker (in that it was impossible to go to the Mystery
Mines). See, this is why you should always test your mod first
before releasing it, so that you can spot glitches and bugs that
prevent continuing the mod. Anyway, as the Mines are version
exclusive, maybe I should add a cave-in as part of the mod? I
mean, seriously, with a gigantic critter like that, wouldn't
that cause a cave-in? And yeah, Gameplay and Story Segregation
http://tvtropes.org/pmwiki/pmwiki.php/Main/GameplayAndStorySegregation<br
/>will have to do regarding Shan�'s ridiculously long hair. Also
,
she doesn't break the fourth wall, she merely pretends to
understand what her sis says - but that's what's wrong: breaking
the fourth wall is impossible in the mod, yet Chanelle does it
anyway: is that Achievements in Ignorance
http://tvtropes.org/pmwiki/pmwiki.php/Main/AchievementsInIgnorance,<br
/>or a sign that all is not what it seems? Also, I decided to ad
d
a cutscene regardless. Meaning, time to get a skipflag or two.
When this cutscene will be made or appear, though, is unknown.
Also, that dialogue glitch? It unfixed itself. Meaning, I had to
fix it. Again.
23 April 2013:
Even more glitches, and apparently going to the Life Capsule in
the first cave leads to underwater stuff, even IF it's not
underwater. Hence, I had to put a frozen mist there. That's a
glitch that I can't fix. Also, KarjamP's quest will have the
Plasma Gun (Polar Star replacement) obtained.
24 April 2013:
Added Eclaire's room. This is a boss room for a sidequest. Who?
I don't know yet, I have yet to decide this. Anyway, also edited
"Caret.bmp". Then I updated the entire game world so far by
adding two doors in the area between Frost Caverns and the boss
room of Coolio.
25 April 2013:
Started work on the Starry Skies area: the place for Reverie's
side quest. It will have Greek letters in them, because, well,
astrology is entirely Greek to me... which makes no sense if I
start making up planets that don't exist (like Sylraphia) but oh
well. Also, as of today, version 0.2 will be known as Version
&#946; instead. (Sadly, the Cave Story engine doesn't support
Greek letters.) I have also finished the Starry Skies areas
(&#967; [Chi], &#956; [Mu], &#948; [Delta], &#946; [Beta]). So
far, I have yet to link the maps together, then I can begin on
the quest itself. This. Is. Going. To be. Fun!
26 April 2013:
So far, no issues with going to Starry Skies &#967; yet. With a
save point and a bed at the top, going to outer space (yes,
outer space) has never been that cool yet. Although it's
moonless up there for some reason. And also added some invisible
ground, and made sure that flying off the screen isn't possible.
Claorirnans, inhabitants of a planet in the Sayinchilli galaxy
that is fictional, will be in the sidequest of KarjamP. Anyway,
the boss fight room has a save point now - but you can't save in
the boss fight, nor can you rest, even if you manage to get
through the blockage. However, I have yet to add the next part:
THE CAVE-IN! So far, that's what I've done work on - let's hope
it works. Which it does. I also linked to Delta and Mu of the
Starry Skies, made the characters say different things now (the
Purple Karjam even moves to Shan�'s home) and added a side quest
at last... which is still unfinished, but sets the flag for now.
Also fixed a glitch where Purple Karjam says "it's my sister's
bed" (event 200). He should use event 400 instead. Anyway, so
far, the people inside must say different things and Reverie's
side quest is to be done.
27 April 2013:
All I was able to do was finish a tileset and recolour Cthulhu.
28 April 2013:
Did some anti-cheating stuff - cheating to get the Miara will
result in obtaining the Torture instead. Also allowed access to
the Dev Room and added foes to the Starry Skies. I have yet to
work on the boss there, and the Starflower item. The release is
scheduled to be on 1 June 2013, hopefully. The boss will use
Toroko's AI.
29 April 2013:
I updated the Credits file, partly. Also the "Stage.bmp" file.
Why? Well, it's going to be used for a side quest, probably. I
don't know if it's okay yet, but who knows. It'll appear in
version 0.3 though: the Teleporter will only appear since then.
30 April 2013:
Today I worked on MORE townspeople. I have to say, though,
things got WEIRD there. No doubt about it, considering that one
of the new townsfolk have rainbow-coloured hair. What can they
say? They're Sylraphians, and Sylraphians generally have insane
hair colours.
1 May 2013:
In about a month, this mod will be released... hopefully. I
worked on the Starry Skies foes again: now introducing... SPACE
CRITTERS! (The Starry Skies area takes place in OUTER SPACE and
for some reason Shan� can breathe there without an oxygen mask
or something.) There are also Space Butes, and they also wear
special masks to provide them with oxygen... but they die by
suffocation, since their mask also takes the damage for them. I
also did some minor work on more townsfolk. I've added them all,
and there are several townspeople moved around. Currently,
everything is cramped there, though, but that's what happens if
you rebuild a town in about 96 Earth hours - or 3 Sylraphian
days. I have yet to give them dialogue for after the events of
the Mystery Mines and so on, though I'll do that as soon as I
can tomorrow. I finished their credit pics, too.
2 May 2013:
I updated the credits. HOWEVER, due to some sort of glitch, it
results in a buffer overflow error, and thus the Credits must be
deleted from the mod, sadly. This is why I don't include the
Credits in any mod I've made: somehow I always manage to screw
things up and break the game. Seriously, there is no credits in
this version, but I'll still update the "casts.bmp" file every
now and then, I guess. Just in case somebody would be willing to
do the credits for me without breaking it - the current
"Credit.tsc" file is smaller than the original one.
3 May 2013:
Dialogue updates to the characters - those who had no "after
invasion" or "after quake" dialogue. I also worked on the boss
fight of Starry Skies - at long last, I might add. And it works.
She - yes, she - uses Toroko's sprites, and you can chat to her
after you re-enter the room. I've done some more work on Rosie's
sprites - she has heterochromia or something like that (she has
one blue eye and one purple eye). She takes the appearance of a
Mimiga, although she's in actuality a Harutonian human. Also
changed the graphics for the Whimsical Star and Life Capsule
(inventory pic). Also, speaking to her changes her dialogue
somewhat - it loops though. First she talks about being the
Guardian of the Starry Skies, then she talks about town, then
she talks about town again, and then her eyes before it loops.
4 May 2013:
Began work with extending the intro cutscene regarding the
reconstruction of Kimlasca Town. After the unknown girl
destroyed it in the intro, and the reconstruction of the town
from no materials, it makes no sense how it's built in 3
Sylraphian days (each day being 96 hours long) but I don't know
if it's possible to build a town in 12 days. But then again,
Sylraphians ARE not humans, but Inhumans, and some characters
could've been to a magic school, so I dunno. Anything's
possible. Anyway, the cutscene is SO long that I will definitely
have to add skipflags. See the entire first cutscene, and the
skipflag will be set. So long, that I hope there are no
glitches. Of course, there was a few, but I dealth with them
fast. Okay, so the cutscene works wonderfully! Only about a
month left before release. This is gonna take a while. I'll
start "text-dumping" tomorrow. Also fixed the life capsule
glitch that was unobtainable - I forgot to update the flag list,
and it turns out flag 220 is used in Kimlasca Town and not the
Mystery Mines.
5 May 2013:
I updated several dialogues - and also added the speaker's name
to it, because it's better that way. And I also dumped a massive
amount of dialogue by now. So much work in one day! I also made
the Fisher's Key allow access to Sparkle's house, because
keeping it there for two versions without using it would be
stupid. Sadly, there's nothing in there that's usable yet.
Giving the key to Sparkle also yields a Life Capsule.
6 May 2013:
Finished with the dialogues, and even updated some rooms.
Sparkle's house is now furnished, and... I added more rooms for
the version-exclusive side quest, "Eclaire". Basically, one of
the two antagonists knock Shan� out, take her to Eclaire's
Domain (with, hopefully, a cool intro scene to the main area
there) and after Eclaire's defeated, it will be possible to
leave. I have yet to add a post box, though. I'll test the mod
soon, though the side quest won't make an appearance in version
0.2 - so far, Reverie's side quest is the ONLY one. At least now
the town's on fire during the CRITTER INVASION! Also, Randolf
supplied dialogue for Coolio, so now that's gain.
11 May 2013:
Tried working on a Victory song for boss fights but... my
memory's a blank. Also, there are three more songs used in the
mod, one of them an ORG remix
of Mighty Morphin Power Rangers. Also worked on more maps of
the Eclaire sidequest, although I have yet to work on Eclaire
himself / herself / itself
and I think Taylor's suggestions are a bit overkill, but oh
well. There's one way to find out.
19/05/2013:
I have added the ORGs - also added three other ORGs that Shane
said I should add. I'm temporarily helping him out while he's
recovering. I updated the maps of the sidequest of Eclaire, and
added more spritesets for now. Have to keep in practice, right?
I also made Eclaire's spriteset. Maybe Shane'll use the Doctor's
AI for the boss, I hope he does. I think of Eclaire as... a
mysterious evil being that has no gender, yet takes on the forms
of a young girl and a big body-building son-of-a-gun (... that
last part would SO be butchered into oblivion by Shane) that is
possessed by evil. And yes, it has the Demon Crown, even though
Shane has told me that the Demon Crown will have a vital part in
the Dragon Riders series (I myself don't know why that is) so I
guess... it's an illusionary Demon Crown? I hope Shane'll be
able to upload the mod on 1 June, otherwise I'll have to do it
on his behalf, send him the link and ask KarjamP to post the new
version's link at the Cave Story Forums (since for some reason I
can't make an account there OR activate my account) otherwise
the second birthday release would be averted. I wonder if broken
bones will regenerate over time...? - Tayl~
28 May 2013:
While Taylor worked a bit on the sprites (and got sidetracked by
La-Mulana) there was a lot of inactivity. Anyway, with only one
hand, I managed to change the dialogues of Richard and the
Purple Karjam to KarjamP's versions in about an hour.
Determination is awesome, believe it! Also, my entries here do
not have a "signature" or something like that. Taylor's does -
the entry for 19 May is one. Also, Taylor writes the date
differently than I do. Also changed the dialogue pre-Critter
King boss fight.
30 May 2013:
I was planning on releasing the mod on 1 June, but I'm starting
to go INSANE with boredom. So, I'll release it two days earlier!
Besides, if Taylor could beat the remake of La-Mulana, I
figured, why not release version 0.2 of the mod anyway as a
reward - and early birthday present - for her? ... Pity she's
unable to join the Cave Story Tribute Site Forums and that she
gave up, though. Screenshots were taken by Taylor and not me.
Why? Because I can't use my left arm since it's broken and I'd
go insane trying to play this mod one-handed! I had also fixed
one or two minor errors, so far.
#Post#: 2138--------------------------------------------------
Re: Change Log [Frost]
By: Shane Date: June 21, 2013, 4:14 pm
---------------------------------------------------------
VERSION 0.3 (THE KEYS TO LIANON IV):
9 June 2013:
Edited the title screen version number (from the Greek Letter,
Beta, to Gamma). Also did some "concept work" for a new weapon.
Hopefully it'll be a good idea... I also did some work on the
Forest tileset.
10 June 2013:
Did some more work on the Frost Forest Entrance. There's going
to be a funny cutscene, involving lava.
11 June 2013:
Added a cutscene regarding a possible future for the mod. I also
just noticed that Taylor never did post the screenshots, so she
must have forgotten. Anyway, I'm already considering the Beta
Testers of the mod, and I plan to do enough work to add
Omega-style boss to the mod. Somehow. Anyway, I've finished the
enemies of the Frost Forest, sort of - it'll be Frost Crocs! I
also finished most of Frost Forest's tiles - NPCs are not added
yet. Also, I am to work on Frostmourne - the Omega-style boss. I
have yet to add the password-protection thing, though... but
I've enough flags for that so it'll be okay. Even then, entering
the Forest is impossible unless the Critter King is defeated.
12 June 2013:
Finished with Frostmourne's sprites. Also did the boss fight
stuff, and added a teleporter. Also added a Kimlasca Town
shortcut (between two areas) and made sure that asking Naturia
is the only way to obtain the Password... once the terminal is
inspected near the force field. Aside from using cheats, it's
impossible to access Frost Forest before beating the boss of the
Mystery Mines, too! Sometimes I think of everything, and
sometimes I have to be reminded. I also added a few "new"
areas... from the past. However, it's impossible to access those
areas, as well as the Starry Skies [Omega]. There's a road to
the past in Frost Forest, which serves as a side quest area,
probably. Otherwise I could make the past area a part of Cirai
if the past area won't work for the side quest of Richard. I
have yet to ask KarjamP about it. I'll do so when I get the
chance...
13 June 2013:
The past area goes nowhere yet, and is still inaccessible.
However, it has a way to Frost Caves (present) too, which is
weird. It's also full of... well, platforming - and probably the
need to have the Miari. I also updated the tilesets and added
some new spritesets.
15 June 2013:
It's possible to enter Starry Skies [Omega] now and back, as of
today. Also, I plan on installing a Teleporter in Sparkle's
house. Walking all the way to Kimlasca Town by going through the
Starry Skies areas and back is tedious, in my opinion.
Therefore, a teleporter would be a good idea... but to enable
it, one would require solving a puzzle! So, what will this
puzzle be? Turning a single switch on. How will that be done? I
haven't thought about it yet, sadly. Oddly, though, there's a
small area in Frost Caves that I forgot about. Maybe I'll use
that for the Teleporter Room of Kimlasca Town? That would be
odd, of course, but then again, the world of Sylraphia IS weird
for a specific reason. I also fixed a bug in the Mystery Mines
where it is possible to end up free-falling until Shan� drowns.
I forgot an H/V Trigger there... Heh heh... So a Bug Fix version
was needed, but now it's too late for that. Anyway, Zexion's
House, the Gas Chamber (apparently, Taylor did that and forgot
to mention it...) is now possible to enter. The latter area,
apparently, is for the Eclaire Sidequest, so I don't know. To
continue this wall of text: the past area is now known as
Elraphia, one of the moons of Sylraphia. It was destroyed by
Clorensians twenty years ago (it was 1993 on Earth), but
Claorirnans managed to program the teleport to access this area.
Anyway, KarjamP chose Ironhead as the boss for Richard's
sidequest, and I've made sufficient PROGRESS on that side quest
to the point of adding false doors to hinder one's progress
through the Elraphia [Moonlight Tower] area. Heh. Until today, I
just named the maps ???? instead, and thought up of Elraphia
today. Also, more connections to other maps were created. And
now I've also made the teleporter connections as well. Which is
a good sign, too. Now, for me to find the flags from the new
maps, and then figure out how I'll use them, I suppose. After
all, so much work to do, for one day? Who could have known it'd
happen? Anyway, Beta Tester count is one. Chaba himself makes an
appearance, too - in 1992, Elraphia, Darii. This is one day for
PROGRESS, apparently.
16 June 2013:
Fixed a glitch regarding some tiles in the mod - as it turns
out, I forgot to set four tiles to solid tiles - and ended up
jumping into spikes while exploring Elraphia. How
embarrassing... right? Wrong. I have to make mistakes in order
to find them and fix them. That's how I think about it. Odd, is
it not? But oh well. Either way, the Claorirnans have their
machines, right? Well, I figured it'd be nice to have that boss
(using Ironhead's AI) to be one that can be battled forever - if
you beat the boss with 0 damage, you get a +5 Life Capsule. If
you beat the boss the first time, you get a briefcase that is to
be delivered to Richard in Sparkle's House, Kimlasca Town.
Either way, this boss can constantly be battled forever and
ever, but you'll only get the Life Capsule once. And I've also
sprited the space ship for Inoratu to ride in. I just have to
add a lot of Flag Jump codes in the script, though... but it's
worth it, right? Anyway, Taylor made a letter for the mod that
is readable only when Richard's side quest is... completed.
19/06/2013:
Shane requested me to help out a bit while he's away due to
financial problems, and he sent me his current PROGRESS of this
mod. I recoloured the Polar Star, merged Controls.txt with
Readme.txt and that's about it for now. I also changed some
things in the NpcSym.bmp file. - Tayl~
21 June 2013:
With my return, I changed the creatures that appear during the
Inoratu boss fight. I also began on the Sousuke sidequest. It
will use a different sort of PrtStore tileset. One that nobody'd
expect... I guess. Anyway, I'm starting to think about adding
Lianon IV here as well - Lianon IV is a space ship from the year
2031. Yes, you read right. It's from the FUTURE. I hope to make
it at least technologically evil, though - having a space ship
powered by a little girl is just plain mean, but then again,
saving her is the purpose. I think I'll use the Puppy sprite for
her (and that means recolouring the Puppies sprites and making
it human-like, and making it part of MyChar.bmp). PROGRESS is
awesome, indeed!
22 June 2013:
I did part of the "Cursed Storage" (a temporary name for
Sousuke's sidequest area) and finished part one of the
sidequest's maps. Also, part of this Cursed Storage area is at
the entrance to Frost Caves - therefore, it can be said that the
tower is literally sky-high. However, it's extremely high to the
point of containing little air, probably. But if Shan� could
breathe in space (Starry Skies) then she'll be okay-ish... if
the spikes don't get her with the monsters. By the way: the
Cursed Storage is lower than the Starry Skies, yet it's higher
at the same time. That makes just about zero sense - because
that is intended. Yes, the world of Hope of Shan�: Frost is just
an elaborate illusion inside Shan�'s mind. Anyway, I've finished
just about the entire map and entity placement of the Cursed
Storage... but it's HARD (but that was the intention - Egregious
One wanted it to be an obscenely hard level). Even with 55 max
HP, the Level 3 Kingdom Key, Miari, Bubble Gun, Plasma Gun and
Core, I can barely survive the area without cheating. Now, for
the boss fight scripting (Behemoth, and TWO Night Spirits) and
the scripts that allows Sousuke Sagara to give the side quest to
Shan�. But I'll do that tomorrow.
23 June 2013:
I did a part of the Rhodes Tunnel - a tunnel between Kimlasca
Town (Sparkle's House) and Frost Forest (near the teleporter
room). The plan is to have the blonde gas mask-wearing girl (I
really ought to give a name to that character and her sister) as
the first Rhodes Tunnel boss, using Misery's AI. Then, twin
Dragons (yes, twin dragons as part of the story) and lastly, two
forms of Coolio. I've asked Taylor for some naming suggestions,
but she's not up to it at the moment. I also updated the Dev
Room - now it's larger and music can be played there instead...
but the Miari is required to reach the terminals. I also
finished the sprites of the blonde girl who destroyed Kimlasca
Town - she's a boss. Summoning squid.
24 June 2013:
Got permission from MagicDoors to use another ORG in the mod. I
also updated the Rhodes Tunnel - now it's finished in terms of
tilesets, and now... I've also made a second Keyblade sprite
(the Kingdom Key D). However! It cannot be obtained. It's merely
for Zexion to show off his Keyblades. Yes, Zexion, a guy who
fights with illusions and books, has two Keyblades. I also
finished Eclaire's Throne area.
25 June 2013:
I added a new version of the boss song for the gas mask-wearing
girl with the blonde hair - she casts spells, does she not? She
could be able to cast a Shapeshifting Spell or something, ergo,
I decided to make a new theme for this murderess for this boss
fight. I also uploaded the Alpha - I'm not finished with the
Beta yet, but it helps to have a back-up anyway, correct?
Anyway, got a flag list done, got an ORG from Mosiac (a Balcony
remix), and made two new backgrounds for the Eclaire side quest:
one of them just freaks me out, because AN EYE is staring at me.
It's the Eye of Pacen, one of the pieces of Pacen. It's scare
factor? Let's just say that, the Eye of Pacen versus my top five
worst fears... Pacen's eye would end up in the middle.
Tomorrow... THE MODDING CONTINUES!
26 June 2013:
I did Ema's boss spriteset - she uses Igor's AI and is revealed,
at the end, to be Ema. At the moment, I'm thinking of making her
a Red Demon copy, but that's hard - especially since Red Demon
has no walking frames. I also made it harder to defeat the
blonde gas-mask girl, and reading the letter that her cousin
(Roan, the previous mayor of Kimlasca Town) wrote for Siobh�n
changes the dialogue.
28 June 2013:
Procrastinated. Actually, not, I did some artwork-drawing of
some characters today. Also, by the request of Taylor, I worked
on Eclaire's Domain a bit. Poor Shan� though. I plan on making
the Eclaire quest ONLY available once Richard, Sousuke and
Reverie's side quests are completed, and also Polaris', I
suppose. I hate power outages, they result in procrastination.
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