Tag Archive: gaming


Ice Monsters

I’ve created these monsters quite some time ago (you can even see their sprites in my forum sig), but I haven’t talked about them at all. I think they’ll be a good way to fill some time while the CS+ craziness goes on.

First up are the ice roaches. The artwork for these critters is really simple – just a recoloring of Pixel’s unused gaudi sprites. Well, they were unused some number of years ago, but now you can actually see these new gaudis in CS+ Wind Fortress, I believe.

Why am I talking about CS+ so much? I must be going insane. Really insane. Surely I’m turning into the kind of mentally psychotic person that you don’t want your parents to see. Err… anyway let’s get moving with some more mod discussion.

I’ve given the ice roach some special behavior using that magical language known as assembly. He can now shoot projectiles at you (which are the same projectiles that those “jumping beans” shoot in the Witching Hour’s sandy desert region), and he flies with a vertical wobble, for a more organic-looking motion. Bouncing off the walls is also a plus.

Here’s a second monster, a much more interesting one in my opinion. The ice eye.

This guy can fly pretty well, and he also has a special weapon: bomblets. He’ll drop one of these small bombs every so often, which explode when they impact the floor, so be careful if you’re staying on the ground.

And those are the new enemies for the floating cities area. So that concludes my post. I’m not sure what I’ll be doing next week, but surely I’ll think of something. Goodbye for now, and see you next Saturday.

Weapon Repairs

Sorry that today’s blog post is a bit late. This week I’ve fixed up a weapon planned for the new release. This weapon is the burst capacitor, an energy gun that was available for testing at the very end of Witching Hour Demo 1.1.

For the upcoming Demo 1.2, I changed the animation of the burst capacitor so that the energy blast renders on top of tiles and NPCs instead of below them. This means that burst-capacitor bullets will not suddenly appear ‘underneath’ doors and savepoints, which used to look really weird.

This involved doing some assembly work where the bullet code actually communicates with the health bar to get the animation to appear on the correct layer of the screen. Since the health bar code can render anywhere on the game screen, this works out nicely. The burst capacitor also behaves in a weird way for a weapon: when the bullet is destroyed (when it damages an enemy or times out), the sprite doesn’t disappear but instead persists to finish off the animation.

Animation of the Burst Capacitor's Bullet

Now, I could give you a block of assembly code to read, but I realize that’s a great way to put a lot of people to sleep through the boredom factor, so I have something different this time. You can now download a mini-mod of version 1.2 and test out the newest version of the weapon. Give it a go. This mini-mod also includes a redesigned health bar for the newest version, if any of you would like to see that.

Download Demonstration – Test the New Burst Capacitor

I’d like to say that the burst capacitor is heavily inspired by Daniel Remar’s “Resonance Detonator” from his freeware game Iji. If you haven’t played Iji yet, go grab a copy now, since it’s a great game.

That’s all folks! See you next week.

Good Grief.

That riddle from 2 weeks ago. You do remember it right? Instead of giving you the explanation to the riddle in words, I’ll give you a picture to look at. I like pictures.

A difficult riddle indeed. Grief Syndrome is a game created by Twilight Frontier, also known as Tasogare Frontier in many circles. They’re a rather famous Japanese game making group.

Haha… here in this blog post you see words, words, words, words… oh wait here’s a picture. Did I tell you that I liked pictures? Yeah. This one’s a screenshot of Grief Syndrome.

Big as it is, the above picture is just a thumbnail so click on it if you want to see a higher resolution version.
Even better than pictures, here’s a video of the gameplay. No, I’m not the narrator of the video, but thanks to the magic of the Internet, you can find audio commentary on practically any game that isn’t completely obscure!

What does this Japanese game have to do with modding? Eh? Well, I’m planning to make a weapon that’s more or less inspired by this genre of games. Grief Syndrome falls in the the genre of “run ‘n gun”, which is sort of like “shoot ’em up” but also totally different.

Ever played Super Smash Bros. (as in Brawl, Melee, or original)? The idea is the same. When you press a certain key (such as the left arrow) and then hit the attack button, your attack will act differently than when you’re just standing. Likewise, if you’re attacking while pressing the up button, the attack button will perform something different than if you’re on the ground and holding the down button. This is what I like to call “Motion Based Attack”, because I really don’t have a better name for it (button input combinations?). It’s a common feature among fighting games as well as run ‘n gun, so I think that incorporating a motion-based attack weapon into Cave Story would be pretty interesting.

At this point I haven’t started coding the thing. But by now, you probably want to play some Japanese homebrew games or start watching some LPs… or both! So I won’t stop you. Have a good week everyone.