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Author Topic: Gahara (announcement)  (Read 7247 times)
ATP
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« on: December 28, 2013, 12:23:58 PM »

I started working on this set shortly after I finished Deadwater. Over time, I realized that it needs certain things that are not possible with Magic Signs alone. These features, such as custom music and saving, will require me to create my own mod.

This set is an expansion and sequel to Deadwater. Every single area returns in some form, and there are many new ones. The basic structure is actually inspired by the Zelda games, of all things. There are six planned dungeons, each with a boss, mini-boss, weapon, and two items. The storyline is extremely thin, but it points the player in the right direction. I will also include numerous maps so they don't get lost.

Because of the low amount of activity here, I plan to release my set outside of Mossmouth. This will require me to add a lot of documentation, but it's worth it to have an audience of more than seven people.

I expect it will take many months for me to complete this.

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« Last Edit: July 16, 2014, 03:29:17 PM by Adenosine Triphosphate » Logged

Urza
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« Reply #1 on: December 29, 2013, 06:50:14 PM »

Wow. Certainly looks interesting.
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bloxxin
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« Reply #2 on: March 23, 2014, 06:20:42 AM »

This looks spectacular! Too bad you won't release the mod here. Sad

Anyways, can't you make custom music by replacing the music files? Or you want even more music?
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ATP
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« Reply #3 on: March 23, 2014, 12:00:54 PM »

This looks spectacular! Too bad you won't release the mod here. Sad
Sorry for any confusion--I'm releasing it here and elsewhere. That decision was made because of how little activity there is on Mossmouth.

Quote
Anyways, can't you make custom music by replacing the music files? Or you want even more music?
The sheer amount of levels and the relative lack of variety in Spelunky's environmental tiles means I need a large number of soundtracks for the sake of variety. Fortunately, I now have that ability, as Moloch has generously spent some of his time coding for my project.
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bloxxin
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« Reply #4 on: March 23, 2014, 12:45:08 PM »

The sheer amount of levels and the relative lack of variety in Spelunky's environmental tiles means I need a large number of soundtracks for the sake of variety.

Aha! More features for my mod! (More environmental tile variety! I did work on it a bit. {fossils, both skulls and fish bones, 3rd cave texture, almost crystal ores})
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ATP
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« Reply #5 on: March 31, 2014, 04:51:27 PM »

oh look anime porn

report time
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bloxxin
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« Reply #6 on: March 31, 2014, 04:52:11 PM »

Don't look nao, but it's everywhere.
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ATP
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« Reply #7 on: March 31, 2014, 04:55:30 PM »

Don't look nao, but it's everywhere.
It appears so.
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bloxxin
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« Reply #8 on: March 31, 2014, 04:57:10 PM »

Remember how you wanted to make a mod for more tile sets? I am modifying the Magic Signs code (evnetually) to allow importing of sprites, backgrounds, and sounds! Urza has also workd on such a beta project, but never finished/released it.
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ATP
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« Reply #9 on: April 02, 2014, 08:41:32 PM »

Remember how you wanted to make a mod for more tile sets? I am modifying the Magic Signs code (evnetually) to allow importing of sprites, backgrounds, and sounds! Urza has also workd on such a beta project, but never finished/released it.
At this point I can do those things by other means, but it sounds like it would be a nice addition.
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ATP
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« Reply #10 on: July 16, 2014, 03:26:53 PM »

More progress. Unless it's just a complete piece of junk and I have to redo a whole bunch of stuff, I'm confident I'll get this complete this before the end of this year, and hopefully before October.

The entire script needs to be remade now that I have a better method of communicating story information than signs, but that's easier than it sounds.

I also need to remake Deadwater so that it can properly explain Gahara's backstory.

It would be premature for me to call this a great mod, but it certainly is an ambitious and unique one.
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