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Author Topic: Cave Story: Online - A Revival, Build 1 released!  (Read 78145 times)

Dusty

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Cave Story: Online - A Revival, Build 1 released!
« on: October 20, 2010, 08:47:14 pm »

BluDragon uses a Life Pot on Cave Story: Online!

Let us review what went wrong for this project last time:
1) I was the only one coding, this is my fault as I often try to work things out on my own, and don't like to ask for help.
2) I had no clue what the hell I was doing.
3) I didn't get you guys involved, all I did was bounce ideas off of you, and then Ryo and I would test.
4) This project was too big for just me to handle, and my code was sloppy (Ask Ryo how sloppy it was.)

Now, enough bashing on myself.

What I want to do this time is to get help.
Colton is gonna help me with the multiplayer aspect of the code, until then I'm on my own for now.
So, I'm sending a 'call to arms', anyone who can code, sprite, write music or even a decent story, I'd like your help.
We'll need some way to communicate (Steam most likely), and probably a dropbox folder so that we all have the latest version

Anyone who does help will get a decent reward in the more playable stages of the project. As of right now, that reward is undecided.

-Change Log-
Code: [Select]
Okay guys, if you make any improvements/changes, post your logs here.
Format: <Date> (month/day/year) <Your username>
-<Feature added>

--Ryo



10.24.2010 Ryo:
-Added an new easier way to connect to my server. If it's up, just type in 'ZeroOne' when the client asks for the IP.
-Added sprites for EXP, health drops, missile drops, HP, and EXP canisters.
-Updated image indecies for Ryo, BluDragon, and female soldier

BluDragon:
-Began work on randomized drops

11.04.2010 Ryo:
-Added Beta Serenity Volcano
-Added global.roomType global variables to room creation codes. = 1 for PvP, = 0 for regular
-Added sprites for most of the Critter colors

11.05.10 BluDragon:
-Added the Afterburner (Damnit Ryo, it's the Turbo Gun! If you're going to update this log for me, do it right! - BD) gun
(@ BD, Hey, I thought of it :T I like Afterburner better -R)
(Well its my game damnit >:I -BD)
(MEEEEH -R)
-Added PvP
-Critters are now on a respawn timer
-Fine-tuned synching image indecies for other players

Ryo:
-Fixed bug that resulted in negative EXP when taking damage while having 0 EXP.
-Implemented code for different colored Critters. You must set the color of the critter in the creation event
on the map. If you don't, you will crash.
Critter Color Legend:
Teal = 1
Light Teal/Greenish Teal = 2
Orange = 3
Red = 4
Purple = 5
Dark Blue = 6
All other values default to teal.
-Critters are now killed by the lava in Serenity Volcano
-Added sprites for the Rocket Launcher
-Made level 1, 2, and 3 Turbo Gun shots more distinguishable
-Added sprites for the 'remixed' version of the original CS:O Soldier

11.09.10 BluDragon:
-Added Smoke login support
-Removed the ability to view players passwords with the [PLAYER] files

11.10.10 BluDragon:
-Player sprite is now decided by which .cfg file you have in the 'cfg' folder

10.13.10 Ryo:
-Added the new 'house' room. global.roomType = 0
-Added interactive NPC things that display text.
-Added doors.
-Added music to kill stuff to.
-EXP drops are now destroyed on contact with lava.
-Fixed that annoying little error message that popped up upon login.
-You can no longer fly with the level 1 Machine Gun or hover with the level 2 Machine Gun.
-Critters are now destroyed when their x or y values are not on part of the room.
-Critters are destroyed by the object obj_outsideroom

BluDragon:
-Fixed the critter fix
-Fixed player skins
-Added a skin change menu

10.14.10 BluDragon:
-Organized Source
-Added Grenade Launcher sprites

10.15.10 BluDragon:
-Added sprites for the Solar Flare, Electric Disc Gun, Cosine Rifle, and Banshee.
-Added Banshee, knockback is a bit buggy.

Ryo:
-Added the Solar Flare.
-Added sprites for the Sniper Rifle, the Polar Spread, and the Fireball.
-Added 'ArmsImage' HUD icon sprites

10.18.10 Ryo:
-Added Ryo's Color Set2 sprite.

10.19.10 BluDragon:
-Added 'color' changing.

10.20.10 BluDragon:
-'Accidentally' removed Ryo2
-Added Smoke Ping, debating wether or not to make the ping seperate from the game.

-Current Build, make sure you have the current one!-
Client - http://www.mediafire.com/?v92nf628reg9del
Server - http://www.mediafire.com/?s9e30ehr4os02t7
Client and Server - http://www.mediafire.com/?ftvud32jfw2ez6a

Careful of the Critters, they tend to be buggy.
« Last Edit: November 20, 2010, 03:26:26 am by BluDragon »
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Spiralstorm

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Re: Cave Story: Online - A Revival and Call to Arms
« Reply #1 on: October 20, 2010, 08:49:50 pm »

I'm currently making my own game (along with Drone who's helping with the artwork  :wuv:), but if you want I can write a decent story.
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Saltonara

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Re: Cave Story: Online - A Revival and Call to Arms
« Reply #2 on: October 20, 2010, 08:55:34 pm »

So uh
Is this co-op, deathmatch, or both?
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Dusty

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Re: Cave Story: Online - A Revival and Call to Arms
« Reply #3 on: October 20, 2010, 08:58:30 pm »

I'm currently making my own game (along with Drone who's helping with the artwork  :wuv:), but if you want I can write a decent story.
That'd be awesome. Like I said, anyone who can help, please do so.
So uh
Is this co-op, deathmatch, or both?
Well, that'd mostly depend on what you guys want.

Uncle Woody

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Re: Cave Story: Online - A Revival and Call to Arms
« Reply #4 on: October 20, 2010, 09:00:18 pm »

deathmatch to me sounds more fun.Test your CS skills out and see if you can survive.
But wouldnt everyone complain about the nemesis and super missle launcher?
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Spiralstorm

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Re: Cave Story: Online - A Revival and Call to Arms
« Reply #5 on: October 20, 2010, 09:00:45 pm »

What should the story mainly be about? How in depth do you want me to go? Any specific characters you have in mind? Dialogue? :P
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Saltonara

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Re: Cave Story: Online - A Revival and Call to Arms
« Reply #6 on: October 20, 2010, 09:01:47 pm »

Both really.
There could be a co-op story mode, and then there can be a deathmatch mode with many sub-modes.
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Dusty

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Re: Cave Story: Online - A Revival and Call to Arms
« Reply #7 on: October 20, 2010, 09:01:56 pm »

deathmatch to me sounds more fun.Test your CS skills out and see if you can survive.
But wouldnt everyone complain about the nemesis and super missle launcher?
Well, those might not even go in the game.
I dunno.
What should the story mainly be about? How in depth do you want me to go? Any specific characters you have in mind? Dialogue? :P
Characters should be your own, and go as in depth as you want. Dialouge should be limited to the Yes/No that we know and love from cavestory.
of course there's probably going to be ingame chat between players.

Spiralstorm

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Re: Cave Story: Online - A Revival and Call to Arms
« Reply #8 on: October 20, 2010, 09:05:35 pm »

I don't remember any yes/no from Cave Story.  :z7:
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Dusty

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Re: Cave Story: Online - A Revival and Call to Arms
« Reply #9 on: October 20, 2010, 09:08:09 pm »

I don't remember any yes/no from Cave Story.  :z7:
when you talk to curly, and some other people, they ask you a question.
but some other people would be more qualified to give the specifics.

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Re: Cave Story: Online - A Revival and Call to Arms
« Reply #10 on: October 20, 2010, 09:09:14 pm »

If you go deathmatch, rigging the GG2 engine to use Cave story physics would be pretty simple, and I have a decent amount of the weapons done already. Rigging up levelable weapons is simple, too.
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Re: Cave Story: Online - A Revival and Call to Arms
« Reply #11 on: October 20, 2010, 09:14:28 pm »

If you go deathmatch, rigging the GG2 engine to use Cave story physics would be pretty simple, and I have a decent amount of the weapons done already. Rigging up levelable weapons is simple, too.
oh my god

where did you come from
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Re: Cave Story: Online - A Revival and Call to Arms
« Reply #12 on: October 20, 2010, 09:27:15 pm »

ohboyherewego.jpg

Both at this thread and at the inevitable wave of OH GOD TAIMAT from those who haven't been paying attention outside of GC the past few days.
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Uncle Woody

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Re: Cave Story: Online - A Revival and Call to Arms
« Reply #13 on: October 20, 2010, 09:28:31 pm »

If you go deathmatch, rigging the GG2 engine to use Cave story physics would be pretty simple, and I have a decent amount of the weapons done already. Rigging up levelable weapons is simple, too.
oh my god

where did you come from
He got tired of sleeping in his coffin and woke up.
I dunno about you but I think this guy was like one of the best admins/developer/mods back then.But i barely know him so :drool:
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Re: Cave Story: Online - A Revival and Call to Arms
« Reply #14 on: October 21, 2010, 12:39:51 am »

1) I was the only one coding, this is my fault as I often try to work things out on my own, and don't like to ask for help.
beware, all good things come to those who know people
2) I had no clue what the hell I was doing.
>implying you do now
3) I didn't get you guys involved, all I did was bounce ideas off of you, and then Ryo and I would test.
Well we weren't much more helpful than "Okay cool" ourselves
4) This project was too big for just me to handle, and my code was sloppy (Ask Ryo how sloppy it was.)
It's still an incredible juggernaught due to needing to overcome/placate massive CS fanbase all at once. But hopefully your coding has leveled up since you last worked.
Goddamn I may think it's bound and determined to fail but I'll watch it anyways to see what happens.

Better grab some goddamn Doritos while you're still getting prepped.
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