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  • WildSide screenshot

    I think most of the modding community knows this by now, but I am working on a Kid Chameleon clone engine called the "WildSide Engine", or just "WildSide". The intent of this project is to create an entirely new Kid Chameleon-styled game from the ground up, that could potentially be put on Steam or released to the public in other ways, to carry on the legacy of this awesome game.

    While this post is mostly just to raise awareness that this project is going on, I have a demo available for download here, which will allow you to play the current build of WSE. It's just a large testing level to experiment with Kid's movement, but it's also proof of concept that there's something to show so far.

    Next on the list of tasks is to make the GUI (displaying health/time/diamonds/lives/etc.) and to add blocks and the rest of the terrain functions (damaging terrain/slopes/secret passages). After that will be transformations, and finally themes and the rest of the game structure.

    In its finished state, WSE is planned to support 14 themes (versions of the original 9 themes + 5 new themes) and 15 transformations (Kid form + 14 helmets). Unfortunately, to avoid legal issues, the original forms from Kid Chameleon will not be used - but I would rather look at this as a way to breath fresh air into the game with all-new helmets instead of having to stick to the classics!

    Additionally, while WSE is intended to be its own standalone game (probably by a more attractive title), it will also feature an official level editor and is tentatively planned to support entirely separate level routes (i.e. you could have the original levels, and KCX, and HMR all in the game at the same time, and choose which one to play from inside the game).

    Now, this is obviously a huge undertaking, but I'm optimistic. What you see in this demo was programmed in less than four days, so progress has been swift. Once the next few internal systems are laid out, it should all be downhill. The biggest issue is going to be the graphics, but if worst comes to worst, I can always give it a shot myself.

    I hope this is as exciting to the rest of you as it is to me; without this community, WSE wouldn't exist, and I think it would be awesome if we could all work together to make this game a reality. A true sequel to Kid Chameleon is a thought I'm sure all of us have entertained over the years, and it's up to us to make that happen.

    So please, try the demo and give me your thoughts! Report any bugs in the demo, as well as feel free to share your thoughts for the direction of the project: What would you like to see added to the KC formula? Removed? Changed? We have a blank slate to start from, and I want it to become whatever the KC community would want from a sequel.

    Thanks for your time, and enjoy!

    https://sites.google.com/site/tyamods/wildside


    ~Tya

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    • What cool! It works smooth on my computer with windows, if there is a way how i can help you with this?

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    • Haagnus wrote:
      What cool!

      It works smooth on my computer with windows, if there is a way how i can help you with this?


      I was actually wondering if you could help me figure out how jumping works in the original game. I do not understand the way they increased jump height based on speed and how long you hold the button; I am struggling to match the heights in the original game.

      Other than that, I don't know of any way you can help unless you have a copy of Game Maker: Studio, which is what I am coding the game in, or unless you can help with graphics.

      If you are interested in helping with the programming, you can actually get a copy of Game Maker for very cheap for the next few days: https://www.humblebundle.com/gamemaker-bundle. Otherwise, I believe it is over $100.

      For graphics, I would need to talk with you more about what is needed - we'll have to make new sprites for themes, enemies, and forms, and I have in mind a few things we already need, but I am really bad at graphics myself.

      Otherwise, everyone can help out by simply playing it and bug testing. Molyb and Skar have already reported a glitch when crawling in a certain spot at the bottom of the level, so I'm planning to fix that this afternoon.

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    • I am giving this a try as soon as my computer comes back into commission. One thing I always wanted was a water theme, and a mask that drastically increased your swimming ability. Not like a diving helmet, but maybe a scuba mask which also gives you fins. Another theme that would be cool is if you make the last one which appears in the game sort of inside a computer (like some of the environments in Pulseman). It would symbolize that Heady Metal is becoming weaker as he can't display more "real" environments, and you just see computer circuitry or a wire frame background (with more frequent graphical glitches the deeper in you go). And then at the end, Heady metal puts up one hell of a fight, much harder than the plethora boss. I dunno, that was what I would've liked to see in a sequel. I'll be sure to test this to the best of my ability, and if you need any help with those jump mechanics, just know I can test x and y speed and position at any frame I want, as well as so much other stuff, so just let me know if you need anythin!

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    • TheWinslinator wrote:
      I am giving this a try as soon as my computer comes back into commission. One thing I always wanted was a water theme, and a mask that drastically increased your swimming ability.

      Hey, I didn't think I'd shown you any of my notes.

      Another theme that would be cool is if you make the last one which appears in the game sort of inside a computer (like some of the environments in Pulseman). It would symbolize that Heady Metal is becoming weaker as he can't display more "real" environments, and you just see computer circuitry or a wire frame background (with more frequent graphical glitches the deeper in you go).

      At least steal the right notes though. Those were for KCX2. XD

      And then at the end, Heady metal puts up one hell of a fight, much harder than the plethora boss. I dunno, that was what I would've liked to see in a sequel. I'll be sure to test this to the best of my ability, and if you need any help with those jump mechanics, just know I can test x and y speed and position at any frame I want, as well as so much other stuff, so just let me know if you need anythin!

      Bosses are a whole other story. I'll explain more below.

      Themes

      Seriously though, a water theme has been on the drawing board for a while now. Since it's not really a secret, here's the current planned theme list:

      • Wood
      • Hills
      • Mountain [w]
      • Ice [w]
      • Desert
      • Sky
      • City
      • Cave
      • Island [w]
      • Volcano
      • Ocean [w]
      • Gothic/Graveyard
      • Greek/Marble (think Sonic's Marble Hill Zone)
      • Castle

      Themes noted with [w] are themes where it is possible for water to appear. Not on every level, of course (except Ocean, of course), but that there's the potential.

      Bosses

      Bosses are something that needs to be discussed, at the moment. While Heady Metal will (probably??) make an appearance of some sort, I'm aiming to replace the other bosses with more unique and different bosses. Paired with a concept I had of multiple kids playing the game at once, the idea tentatively presented itself of each boss being a kid who is corrupted into a boss monster by some sort of relics (potentially the keys "necessary to defeat Heady Metal"?). I thought this might also be more interesting if each of these boss Kids was based on a KC Wiki member, where each of us would get to design our own character and boss. This also pairs nicely with how I wanted to allow the player to play as multiple different Kid characters, which could potentially be the boss Kids, unlocked after they are defeated once.

      As for the glitchy environment, I'm somewhat torn when it comes to that. I like the idea, but I almost wonder if it's too cliche. And, now that I think about it, I'm not so sure I want to use Heady Metal in actuality, since it probably falls under the same category as transformations when it comes to legality - that we'll have to make something new in its place.


      Of course, I'm always open to discussion, so I would be happy to hear any thoughts on the current plans.

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    • New demo should be ready by next Monday. Things to expect:

      • Level splash screens are semi-supported.
      • Form name is displayed on screen.
      • Health is displayed on screen.
      • Kid can now take damage.
      • Kid can now die. Dying will take you back to the level splash screen.
      • The formula for pushing you out of walls is different - you can no longer glitch into ceilings while crawling, and crush deaths should be possible (once moving platforms exist).

      Things planned to be complete for the demo:

      • Time displayed on screen.
      • Lives displayed on screen.
      • Finally get jump heights fixed.
      • Support for blocks and diamonds.
      • Level splash screens properly displaying the name of the current level.
      • Adding Flag and/or teleporter functionality to move between two testing levels.
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    • Ok so i gave it a good test. The change I liked the most is that there is now a slow and a fast crawl speed, which is a nice change. I like the fast ledge grab animation for kid, it looks a lot cooler. One thing that doesn't feel right, though is deceleration and acceleration in certain places. For instance, running right and then immediately switching to running left, it doesn't feel like there's enough momentum carrying you to the right before you actually start running in the opposite direction. Acceleration also feels faster in the air than it does while on the ground. Those are just two things that I found odd, but everything else feels real smooth. You've done an awesome job with this so far!

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    • TheWinslinator wrote:
      One thing that doesn't feel right, though is deceleration and acceleration in certain places. For instance, running right and then immediately switching to running left, it doesn't feel like there's enough momentum carrying you to the right before you actually start running in the opposite direction.

      Hmm, okay. I might try decreasing my traction values while turning.

      Acceleration also feels faster in the air than it does while on the ground.

      Will look into changing that.

      Did you have any thoughts on my big theme/bosses info dump post?

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    • 2016 9 9 Update Screenshot

      WildSide screenshot 9/9/2016

      Just a screenshot of the current progress.
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    • The UI looks pretty sick so far, hopefully the rest of the decor fits well with it :P

      Is the castle theme an indoors one? I would really love to see some sort of indoors theme if reasonably possible, just think it would add some cool variety.

      I think I said this a few days ago but I really like the idea of all of us designing our own bosses, I already have some ideas for mine if we get that far. Are the bosses going to be ordered similarly to the original KC with each one dividing up the game into stages, or will they be thrown at you one after another?

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    • Lord Molyb wrote: Is the castle theme an indoors one? I would really love to see some sort of indoors theme if reasonably possible, just think it would add some cool variety.

      Well I mean, all themes can be either indoor or outdoors...but I'm definitely not against giving more focus to indoors segments for the castle theme. That's an interesting idea.

      I think I said this a few days ago but I really like the idea of all of us designing our own bosses, I already have some ideas for mine if we get that far. Are the bosses going to be ordered similarly to the original KC with each one dividing up the game into stages, or will they be thrown at you one after another?

      Bosses will likely be used in at least a similar fashion to the original KC, ending off stages. However, considering there are a deal more of us than I would like to have stages, it's more likely that stages may have more than one exit to the next stage, each one ending with a different boss.

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    • The interface looks nice which you have implanted quick, he what do you have in mind with art do you wanna use the original sega style limitation or ignore that and make you own style.

      now art isn't my thing never have been good at drawing tough i maybe can make something out of a sketch etc

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    • I also wonder would it still be an issue if we would upgrade the original images to give the more detail, like this prize block
      Prize Block (48x48)
      Prize Block - (100%)
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    • Hm, I'm not sure how that works. I'd need to talk to a video game lawyer to know for sure.

      In any case, I hadn't really decided where to go with art. Originally I was thinking about keeping to the 16x16 of the original, but if we go up to true 32x32, we can have a lot more detail, but it also becomes a lot harder to do graphics for. I feel like it's something that we should maybe vote on? I don't have a preference either way, it mostly depends on if we want to stick with the classic or not. I'm tempted to go up to 32x32 sprites at least for characters and bosses, but idk about the rest.


      I wanted to mention that tomorrow's update will probably be a day or two late, since I decided to code the level editor/loader instead of flags/teleporters.

      But this also means you'll be able to make levels once the next update comes out. I think it's worth it? I'm just running into some issues figuring out how to make the editor work, and I need to spend most of today doing homework. XD

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    • I am all in agreement with what I hear so far. The only thing is, I'm not a give artist; like, please do not trust that I can make any sort of quality art. I think the only thing I could help out with art-wise is level design, as I have a pretty good eye for that.

      Themes thoughts: As far as cave/volcano and sky/castle, I'd just make sure there's enough distinction between the two themes, as the cave theme in the original had volcano elements, and sky had castle elements. Really looking forward to the ocean and graveyard themes!

      Boss thoughts: Once again, terrible with art in general. I may be able to do a low-res pixel art thingy of myself, but drawing an entire boss I couldn't possibly do. Definitely support the idea of having different types of bosses, would add good variety. Have you thought about what kind of helmets you want yet?

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    • TheWinslinator wrote:
      I am all in agreement with what I hear so far. The only thing is, I'm not a give artist; like, please do not trust that I can make any sort of quality art. I think the only thing I could help out with art-wise is level design, as I have a pretty good eye for that.

      Yeah, I don't think any of us here are really good at art stuff so much. I'll probably look for some outsiders to help out with art eventually; I have one or two in mind already, but it's still really early so I don't want to bother them yet.

      Themes thoughts: As far as cave/volcano and sky/castle, I'd just make sure there's enough distinction between the two themes, as the cave theme in the original had volcano elements, and sky had castle elements. Really looking forward to the ocean and graveyard themes!

      Yeah, I'm definitely going to have to work more on making those themes distinct. It will take some work, but it shouldn't be too bad.

      Boss thoughts: Once again, terrible with art in general. I may be able to do a low-res pixel art thingy of myself, but drawing an entire boss I couldn't possibly do. Definitely support the idea of having different types of bosses, would add good variety. Have you thought about what kind of helmets you want yet?

      Not expecting anyone to art their bosses or anything, mainly just to come up with the idea for them in the first place, and the art would be done of that.

      I've put some thought into helmets, but I don't really want to post it since it's not finalized and I want to discuss it with people first. If you want, you can catch me on Discord or Gmail chat if you want to talk about them.

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    • Hey, here's the planned layout and design for the level idotor - it would be great if I could get some feedback on it so I can make sure it looks reasonable before I go into coding it. I might decrease the width a little bit so it can fit better on smaller screens - the current size is designed to display 4x3 screens of a level for editing. I might cut it down to 3x3, because I think it's juuust too big and I'd like to keep it to whole screen lengths, but let me know what you think.
      Editor Menu Mockup

      Planned editor layout

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    • Say I check the "lava pillar" box in the bottom. How would I be able to add lava pillars?

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    • Each of those feature names at the bottom (Murder Wall / Lava Pillar / Rain / Hail) are each buttons. Clicking one will open another window that lets you set options related to that feature. Those would be:

      Murder Wall: Direction (U/D/L/R) and Speed (0-8)

      Lava Pillar: Number of pillars (0-99), Delay timing (number of seconds betwen the pillars going up); and then for each pillar X and Y of bottom left, and Height.

      Rain: Delay before it starts raining from level start.

      Hail: Delay before it starts raining from level start, Hail length (time it is active), Clear length (time there is no hail). Hail length and Clear length would alternate over the course of the level, as in the original.

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    • Sorry for all the delays, schoolwork hit me super hard this week. Just thought I would share a screenshot of how level editor progress is going.
      Wild Side level editor screenshot

      Level editor screenshot

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    • New version is up. This one has a working level editor. Be sure to save your levels as 00000000.wse for now, since that's the only level the engine loads.

      Map size can be changed, blocks can be deleted, and solid/pain tiles can be placed/deleted. The screen can scroll using the arrow keys, and scrolls twice as fast if you hold left shift while scrolling.

      You can check it out here, let me know what you think of it: version 2016_9_26.

      EDIT:

      And the rest of the changelog:

      • Jump calculation changed. You no longer lose all upwards momentup when hitting a wall.
      • Collision with block corners fixed so Kid no longer bounces into the air.
      • Method for pushing Kid out of walls changed so you no longer glitch into the ceiling after crawling over a gap.
      • HUD created and now functional.
      • Kid health, damage, lives, and death now function properly.
      • Damaging terrain added.
      • Rock blocks added and function properly.
      • Added debug mode (press K + C while in a level).
      • Added level editor.
      • Functionality added for changing sprites based on character.
      • Palette swapping now available.
      • Basis for level splash screens added.
      • Levels are now loaded from .wse files instead of stored internally.
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    • nice dude! i'm gonna have to try this out, now that i finally have a bit of free time

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    • TheWinslinator wrote:
      nice dude! i'm gonna have to try this out, now that i finally have a bit of free time


      Be sure to let me know what you think once you've had a chance to try it out!

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    • The 9/26 build crashes for me when I try to start the level. It says "TEST" first. Then I hit enter, and immediately I get an error:

      ___________________________________________

      ############################################################################################

      FATAL ERROR in Vertex Shader compilation

      ShaderName: shd_pal_swapper

      D3DXCompile failed - result

      at gml_Script_pal_swap_set

      ############################################################################################

      --------------------------------------------------------------------------------------------

      stack frame is

      gml_Script_pal_swap_set (line 0)

      gml_Object_obj_kid_Draw_0

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    • Saxman727 wrote:

      The 9/26 build crashes for me when I try to start the level. It says "TEST" first. Then I hit enter, and immediately I get an error:

      Thanks, Wins reported the same crash to me, which I had been unable to replicate and he hasn't yet sent me the error message. I assume this is after creating a custom level? If so, do you recall any specifics of your created level?

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    • Glancing at the error message I presume I'm improperly setting a palette, but I won't know for sure until I can manage to replicate the crash and get time to review the Kid creation code.

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    • I used the level that came with it. But I just tried with a custom level, including a completely empty level, and the crash persists.

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    • Saxman727 wrote:
      I used the level that came with it. But I just tried with a custom level, including a completely empty level, and the crash persists.


      Fascinating. I wonder if I uploaded a wrong version on accident. In any case, I'll redownload it and check out that version myself.

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    • Saxman727 wrote:
      I used the level that came with it. But I just tried with a custom level, including a completely empty level, and the crash persists.


      Alright, I redownloaded the game, and it works properly with both the default level and an edited level for me. Do you have the current version of DirectX installed? Since your issue is related to the shaders, I Googled around a bit and it seems like shader issues can be tied to not running current DirectX...?

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    • I tried redownloading it and now the default level does not work either. I get a different error from Saxman, it may be due to my directx version, as I only have 11 installed

      First, a window appears, titled "FPS: 60" with this information:

      $FF

      $02DB

      746

      $00

      $04

      $01

      $18

      $02

      $

      When I click Ok on that window, I get another window headed "Code Error" which reads:

      _____________________________________________________________________

      ERROR in

      action number 1

      of <Unknown Event>

      for object obj_Prize:


      Creating instance for non-existing object: 128

      at gml_Script_tile_parse


      stack frame is

      gml_Script_tile_parse (line 0)

      gml_Room_room_base_Create

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    • Okay, that's interesting. The information you're seeing is what it displays when it hits an illegal value when reading a level. The crash afterwards is inevitable because there's an illegal value. I'm wondering if it goes back to the same issue I had a while back where it was reading a map from another location.

      Can you try going to AppData\Local\WildSide\maps? If there's a 00000000.wse file there, delete it and report back please. I've had this crash caused by it for some reason pulling from old map architectures. If that doesn't fix the issue, send me a copy of the default .wse that came with your file so I can compare it to the master copy and see if there's some sort of corruption going on when it compiles.

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    • Well, it appears that was definitely the problem as it's now working again! Interesting how that was the source of the problem.

      I did some more testing for a few minutes. I tried breaking two rock blocks at once, and I actually kind of like how that happens. In the original game, you could only reveal two hidden blocks at once, but if that were expanded to being able to destroy two blocks, I wouldn't mind such a change. Now, for activating two prize blocks at once, I'm unsure; that would seem a bit weird.

      Here's some bus I found: if you jump up at the very edge of a rock block, you won't be able to destroy it.

      Holding A does nothing while you crawl, but the crawling speed is determined by your speed before you start crawling. Ex: if you're running before you crawl, you'll crawl fast and if you let go of A while ducking, you'll still continue to crawl fast. The opposite is also true.

      If you jump while hugging a wall facing away from it, switching your direction will sometimes displace you about a block in the opposite direction. It appears the same is true if you're able to clip precisely into the corner of a block.

      Additionally, you're able to jump directly out of crawling animation. If you hold down while clipping exactly into a corner as stated above, you'll get a crush death. At the bottom of the stage, where you're able to crawl between two rows of blocks, I tried jumping there and the game actually hard locked O_o Now, whenever I try to jump while ducking under any circumstances, the game hard locks and I get this error message:

      FATAL ERROR in

      action number 1

      of  Step Event0

      for object obj_kid:


      Variable obj_kid.stored_hsp(100011, -2147483648) not set before reading it.

      at gml_Script_kid_movement


      stack frame is

      gml_Script_kid_movement (line 0)

      gml_Object_obj_kid_Step_0  

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    • Once upon a time, I knew how to check the DirectX version. Things have changed since then, and now I have no idea how to find out what version I have.

      With that said, I am running Windows 7, and I know that Windows 7 comes with DirectX 11.

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    • TheWinslinator wrote:
      Well, it appears that was definitely the problem as it's now working again! Interesting how that was the source of the problem.

      I did some more testing for a few minutes. I tried breaking two rock blocks at once, and I actually kind of like how that happens. In the original game, you could only reveal two hidden blocks at once, but if that were expanded to being able to destroy two blocks, I wouldn't mind such a change. Now, for activating two prize blocks at once, I'm unsure; that would seem a bit weird.

      Here's some bus I found: if you jump up at the very edge of a rock block, you won't be able to destroy it.

      Holding A does nothing while you crawl, but the crawling speed is determined by your speed before you start crawling. Ex: if you're running before you crawl, you'll crawl fast and if you let go of A while ducking, you'll still continue to crawl fast. The opposite is also true.

      If you jump while hugging a wall facing away from it, switching your direction will sometimes displace you about a block in the opposite direction. It appears the same is true if you're able to clip precisely into the corner of a block.

      Additionally, you're able to jump directly out of crawling animation. If you hold down while clipping exactly into a corner as stated above, you'll get a crush death. At the bottom of the stage, where you're able to crawl between two rows of blocks, I tried jumping there and the game actually hard locked O_o Now, whenever I try to jump while ducking under any circumstances, the game hard locks

      Multi-block breaking: I have an idea on how to fix it, but I need to sit down and try coding it out. I'm not positive.

      Rock Blocks not breaking: Due to the way I have block breaking figured out. You also can't break one if it's the block directly above you. You can see the reason by pressing K+C to enter debug mode, but it's an easy fix.

      Crawling/running: Not sure why that's happening. I must have bypassed my run button check somehow.

      Wall clipping: This is probably occuring because you got inside the wall - I need to look at Kid's hitboxes while in the air. To function with ghost block stuff, the game checks ~1 block in each direction and pushes you that way if it's open if you're inside a block. There has to be a better way to do it, but I need to spend some time looking at it.

      Crawl/jumping crash: Due to crawling not setting store_hsp. Very simple fix, just originates from crawling using the jump coding improperly.

      May be able to have some fixes tonight? Might do preliminary coding of Prize Blocks if I feel up to it.

      ~Tya

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    • 68.98.163.34 wrote:
      Once upon a time, I knew how to check the DirectX version. Things have changed since then, and now I have no idea how to find out what version I have.

      With that said, I am running Windows 7, and I know that Windows 7 comes with DirectX 11.

      Try this: http://www.microsoft.com/en-us/download/confirmation.aspx?id=8109, DX9 redist that supposedly fixes issues with shaders in GM games. If that doesn't work then I'll research it more, but I actually seem to recall this being what fixed some GM crashes for my own computer.

      ~Tya

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    • And yes, the last two comments were mine, I was just using classroom computers. :|

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    • I have a fair bit of experience with game maker and GML. Mostly with making applications. There's a lot that Game Maker can do, and I like to push the boundaries. I still have the source of a file manager I made with it. Been using GM for about 7 years, and used The Games Factory before GM.

      I'm always willing to help with coding anything in Game Maker.

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    • Van0014 wrote: I have a fair bit of experience with game maker and GML. Mostly with making applications. There's a lot that Game Maker can do, and I like to push the boundaries. I still have the source of a file manager I made with it. Been using GM for about 7 years, and used The Games Factory before GM.

      I'm always willing to help with coding anything in Game Maker.

      Wow, thanks for the offer! Progress has been quiet as classes have ranked up, but I'm hoping to really make another push at it after finals next week.

      Tileset support is almost complete, so that's the next big thing to check off once I finish that, I'll take another look at the project overall and see where you might be able to help out. Means I'll have to make this spaghetti code a little more readable for someone else, haha.

      Since you mentioned a file manager, maybe you can tip me off - is there a way to prevent GMS from saving to local appdata? It does this automatically even when the user specified another save location, and sometimes causes crashes by mistakenly keeping around levels with the wrong file architecture.

      Will come back and post more with maybe more info when not on my phone, typing this sucks.

      ~Tya

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    • Tiles aren't quite working yet (seems like there are some more load crashes I have to work out) but I thought I'd show this off to show that we're at least getting there.

      WildSide Tileset Preview









      Built in the current editor. Tiles made myself so they're pretty bad, but they're getting the point across.

      ~Tya

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    • wooooooooow

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    • Those tiles look excellent! Not just anybody can draw like that. That's some smooth pixel art.

      Your gm skills are very impressive. Maybe years dont translate to skill because i'm sure i'd never nail the ledge grabbing code like you have. I like to code editors and manipulate files with hex. Surely I'll be useful working on this with you, but not to the degree I made it seem. Even your interface is very well thought out.


      This is my idea of an interface, which is annoying to use with many right click menus

      http://www.cavestory.org/forums/attachments/screen06-png.320/

      Its a Cave Story+ save editor I made a while ago, to show what I can do.

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    • That link is bad. http://www.cavestory.org/forums/threads/cave-story-save-editor-v1-3-4.4805/

      Does setting delete temporary files on game exit help? I'm new to studio. It does at least have many similarities to gm 8.1.


      The best way i've worked around temp file bugs in gm 8 is by saving an .exe each time and running that.

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    • Not a bad-looking editor; for my interface I mainly just looked at what we can edit with K-E and hex editing, and figured that's most of what I'll need to support. After that it all came down to making a bunch of images and "based on mouse coordinates, do this if they click" stuff.

      I'm going to look into the file thing a bit later. Right now the very fragile level loading code is acting up again, it and the level saving code being the most complicated and easy-to-break parts of the engine right now, so that's the next thing on the list to mess with.

      I'm also sure experience translates to skill fine, I just happen to also be a computer science student who likes to focus on programming, haha. It's kind of my job to pick up on this kind of stuff pretty quick.

      I don't know how soon I'll really be back at work on this, since next week is finals and I have a final paper to work on in the meantime, but you should get in touch with me at [my username]@gmail.com if you're really interested in potentially helping out. I'll have to send you files and stuff, and it's probably a more efficient way to keep in touch.

      ~Tya

        Loading editor
    • WSE Background Tiles

      Background tiles in action

      Small progress update: background tiles are now fully supported both in-game and in the editor, and a newer, more-efficient tile storage algorithm is in place. I'm hoping to release a new demo once the remaining tile types (slopes and hidden passages) have been programmed, and once I have a new sprite for the Kid.

      Just thought I'd keep people up to date. Also, Van0014 is semi-officially onboard the project now, and I'm welcome to anyone else with skills they would like to put forward. Graphics and music/sound effects especially are stuff I'm looking for, since neither is really my forte.

      ~Tya

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    • Nice

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    • Looks like we have an artist now. Progress on that front is still going to be kind of slow, because I certainly don't have the money on hand to pay for all the art that needs done at the moment, but hopefully by the next release there will be 0 graphics from the original game.

        Loading editor
    • Collisions
      Modifying tile collisions is in progress. This is how it appears in-editor. Green star = passable, red box = solid, blue and orange slopes = the slopes they represent. A tile's collision properties are changed by right-clicking on the tile.
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    • 2016 12 20 Mapping Preview
      Tile functionality is complete, except for actually programming how slopes work. Blocks are also able to be placed in the editor now.

      As a major bugfix, Kid is now able to jump into two-block-tall spaces, which he was unable to do before.

      Unlike the original game, it is possible to modify the collision of a tile that is under a block, meaning that it is possible to use blocks in a hidden passage, and pass them afterwards, or for other uses.

      No release yet, but as soon as the artist is able to finish the sprites for the current set of animations, a new build will be released to get feedback on. Sorry about the wait, I'm just serious about not releasing a new build until all the copyrighted graphics can be removed.

      Just thought I'd keep you all up-to-date, and possibly get some feedback on the display of modified collisions. Do the graphics work? Any issues/suggestions on how to mark a tile's collision as modified? I'm open to any thoughts, but this one seemed pretty good to me.

      Until next time,

      ~Tya

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    • man i was way out of the loop on this. this is pretty cool steven.

      -rios (at work posting as a guest)

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    • That's not even the most up to date. You should check discord for all the info. From memory, it's now a spiritual successor to KC so it can legally be distributed. It has a nice theme, with new characters and block/tile style.

        Loading editor
    • A FANDOM user
        Loading editor
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