Updated- 'The Ruin of Roib' - beta v3
Posted: Sun Jun 09, 2013 9:59
If anyone is interested, I did a bunch of edits and fixes for this mod and I suppose i'll upload it tonight as Beta v3. here it is:
https://www.dropbox.com/s/7dhggx92pn7or ... ta%203.zip
If you already had a play of it, I put in some intro music which is pretty cool imo but the rest of the game is basically the same (well... read the following list to see whats different).
Beta v3 changes from v2:
*fixed the top left-hand corner of the 'blue shell' tiles (had foreground/background problems)
*changed a few small things in some levels.
*fixed keen shooting through 1 tile wide walls.
*fixed keen's shooting upward hitbox (couldn't shoot upward on sloped floors before).
*fixed a bunch of tile issues in various levels.
*made unused sounds small, to save a bit of memory.
*tiny bit of changing with a few of the used sounds (mostly unnoticable).
*added a Hazards page and a Contents page to the 'About Game' computerwrist section, aswell as fixing/changing around a few things in the computerwrist.
*fixed/changed the ending in Roib Palace so hopefully you can't jump over King Gak anymore.
*fixed the boss's smoke from staying still while offscreen.
*fixed/changed the moving platforms a bit.
*made the island that has the scoreboard level bigger (had some error where Keen would get dumped into the river when exiting that level).
*made the 'gem trees' animate/glow.
*messed around a bit with the Kreeg's shot so hopefully theres no chance it hangs around in memory, possibly causing problems.
*Fixed the Kreeg from spinning in the air after shooting on an edge (now he falls off and continues walking).
*changed the drone's movements a bit (mostly unnoticable).
*Cut a sliver out of levels 4 (Abandoned Tower) and 13 (Gleam City) to save on memory. Changed Gleam City a bit in response.
*added music to the intro which continues on to the 'star wars' story, which is a new song added (now also in the BWB Megarocket mini level).
*made the vertical roaches randomly pause a bit while walking (trying to give it a bit more realistic motion)
*managed to cut out 10 frames from the Keen sprite to save on memory (plus you can't really notice), also lessened some frame's motion quality, also for memory.
*made the hitbox for the yakki's speech bubbles more reasonable/better.
*cleaned up some of the background graphics.
*slightly changed keen facing right sprite graphic (changed his arm).
*edited the graphic for the corner scorebox.
--------------------------
(original post)=
I hope you guys don't mind I'm starting a new thread about this.
Anyways I have a beta v2 of my mod right here:
https://www.dropbox.com/s/gnmfd11a5af9d ... a%20v2.zip
and yes, hope that link works.
Theres a txt file in the zip with the changed I've made, but I'll put them here too:
Changes in Beta v2 from v1
*took out or moved some enemies to make the game a bit easier and to try to save memory on some levels.
*added some more ammo in earlier levels
*the 'Bugbug' enemy, after you touch it and glitches your screen, now disappears (hopefully shouldn't crash the game now).
*the 'Hints' section in the computerwrist actually has text now.
*you can now save and load the game for level 12 (Glass Gardens).
*fixed up some spelling and grammar errors.
*the 'boss'- cut out a frame and made its cache smaller, also fixed its death sequence a bit, and made it a tad slower.
*Fixed the 'consol' item on level 15.
*I partially (mostly) fixed the scorebox numbers disappearing after you talk to the Yakki (I think if your score is at 0, it still disappears though. eh, close enough)- talking to King Gak on level 14 still makes it happen though, unfortunately
*Ledge climbing Keen foreground value fixed.
*Added another Yakki to the map.
*Added some new graphics - wooden signs; sloped natural terrain tiles.
*Generally changed some things in various levels.
*In Hard mode, no more 'no free spots in spritearray' crashes.
*fixed the end level crosses on the map (doesn't constantly 'draw' every time you appear on the map)
*added some vertically walking roach sprites (would prefer to have their walking randomised though- couldnt get it to work)
*fixed the Springship's starting position
*fixed the keen sprite's shooting positioning and hitbox
*changed the music for the Prophecy Stone mini level
I think the only real problems with the mod now would be some memory issues with some levels, and perhaps balancing out the difficulty a bit. Let me know what you think.
https://www.dropbox.com/s/7dhggx92pn7or ... ta%203.zip
If you already had a play of it, I put in some intro music which is pretty cool imo but the rest of the game is basically the same (well... read the following list to see whats different).
Beta v3 changes from v2:
*fixed the top left-hand corner of the 'blue shell' tiles (had foreground/background problems)
*changed a few small things in some levels.
*fixed keen shooting through 1 tile wide walls.
*fixed keen's shooting upward hitbox (couldn't shoot upward on sloped floors before).
*fixed a bunch of tile issues in various levels.
*made unused sounds small, to save a bit of memory.
*tiny bit of changing with a few of the used sounds (mostly unnoticable).
*added a Hazards page and a Contents page to the 'About Game' computerwrist section, aswell as fixing/changing around a few things in the computerwrist.
*fixed/changed the ending in Roib Palace so hopefully you can't jump over King Gak anymore.
*fixed the boss's smoke from staying still while offscreen.
*fixed/changed the moving platforms a bit.
*made the island that has the scoreboard level bigger (had some error where Keen would get dumped into the river when exiting that level).
*made the 'gem trees' animate/glow.
*messed around a bit with the Kreeg's shot so hopefully theres no chance it hangs around in memory, possibly causing problems.
*Fixed the Kreeg from spinning in the air after shooting on an edge (now he falls off and continues walking).
*changed the drone's movements a bit (mostly unnoticable).
*Cut a sliver out of levels 4 (Abandoned Tower) and 13 (Gleam City) to save on memory. Changed Gleam City a bit in response.
*added music to the intro which continues on to the 'star wars' story, which is a new song added (now also in the BWB Megarocket mini level).
*made the vertical roaches randomly pause a bit while walking (trying to give it a bit more realistic motion)
*managed to cut out 10 frames from the Keen sprite to save on memory (plus you can't really notice), also lessened some frame's motion quality, also for memory.
*made the hitbox for the yakki's speech bubbles more reasonable/better.
*cleaned up some of the background graphics.
*slightly changed keen facing right sprite graphic (changed his arm).
*edited the graphic for the corner scorebox.
--------------------------
(original post)=
I hope you guys don't mind I'm starting a new thread about this.
Anyways I have a beta v2 of my mod right here:
https://www.dropbox.com/s/gnmfd11a5af9d ... a%20v2.zip
and yes, hope that link works.
Theres a txt file in the zip with the changed I've made, but I'll put them here too:
Changes in Beta v2 from v1
*took out or moved some enemies to make the game a bit easier and to try to save memory on some levels.
*added some more ammo in earlier levels
*the 'Bugbug' enemy, after you touch it and glitches your screen, now disappears (hopefully shouldn't crash the game now).
*the 'Hints' section in the computerwrist actually has text now.
*you can now save and load the game for level 12 (Glass Gardens).
*fixed up some spelling and grammar errors.
*the 'boss'- cut out a frame and made its cache smaller, also fixed its death sequence a bit, and made it a tad slower.
*Fixed the 'consol' item on level 15.
*I partially (mostly) fixed the scorebox numbers disappearing after you talk to the Yakki (I think if your score is at 0, it still disappears though. eh, close enough)- talking to King Gak on level 14 still makes it happen though, unfortunately
*Ledge climbing Keen foreground value fixed.
*Added another Yakki to the map.
*Added some new graphics - wooden signs; sloped natural terrain tiles.
*Generally changed some things in various levels.
*In Hard mode, no more 'no free spots in spritearray' crashes.
*fixed the end level crosses on the map (doesn't constantly 'draw' every time you appear on the map)
*added some vertically walking roach sprites (would prefer to have their walking randomised though- couldnt get it to work)
*fixed the Springship's starting position
*fixed the keen sprite's shooting positioning and hitbox
*changed the music for the Prophecy Stone mini level
I think the only real problems with the mod now would be some memory issues with some levels, and perhaps balancing out the difficulty a bit. Let me know what you think.