Q: Game crashes when I start the game, WTF?A: The music engine crashes sometimes on first start for some reason, try again.Q: It still crashes.A: I don't really know how to help you there.Q: What's with all the 'Quotes' in the custom skin section?A: Every player has to have a unique player skin for the custom skin feature to work properly. If 2 players choose the same player skin, only one custom skin will be shown on both of them.Q: Do I need to send the custom skins to my friends?A: The game sends the skins to the other players automatically, though it is not 100% reliable. Sometimes it sends, sometimes it doesn't.Q: Yo, some stuff is missing, such as the prompt for retrying.A: I never got around to adding it.Q: When will the new version come out?A:v1. This looks really good, actually. One thing I will recommend is letting the second player use the health/missile refill.
And speaking of the health/missile refill, what do you have planned for deaths so far? Does the person who died make all the others resume at the last save point? Does the person who died just respawn at the last door entered at? I would say the latter option, but the first option would be more true to Cave Story, but also hinder the other players a lot more. Also, how's the second player going to get their guns if they can't interact with anything? Do they automatically get the Polar Star if player one gets it? If so, do they automatically get all the guns player one has gotten?
I got the Cave Story 3D and I really didn't like the 3D graphics (the 3D models weren't bad but the perspective was horrible and it was too dark). I have Cave Story+ on Steam and that's been my go-to edition before I got the Switch version. Now that I've played through on the Switch, I think this version is the definitive version. Jun 20, 2017Â Nintendo Switch Cave Story+. Available now Redeem game code. Cave Story+ uses retro-game stylings to deliver an all-out action/adventure extravaganza that's.
That might cause some problems if player one prefers the Nemesis over the Blade, but player two prefers the Blade over the Nemesis, or if player one wants the Machine Gun but player two wants the Spur.I know this is a demo and not a lot has been set in stone, but it would help to think ahead of the possibilities. Like, maybe something to make it less of a hassle between players is having player two able to interact with anything but map changing events, so that if they want a gun different than what player one wants, it won't be an issue.(Something else that you could do but won't really affect much is alternate costumes, so that player one doesnt get player two mixed up with player three if players two and three picked the same character. For example, if player two picks Curly first and player three picks Curly second, player three's Curly would look like Easy Mode Curly from the Cave Story eShop edition, and so on.
There's just enough costumes for everyone to play as Curly, if this is limited to four players.). This looks really good, actually. One thing I will recommend is letting the second player use the health/missile refill. And speaking of the health/missile refill, what do you have planned for deaths so far?
Does the person who died make all the others resume at the last save point? Does the person who died just respawn at the last door entered at? I would say the latter option, but the first option would be more true to Cave Story, but also hinder the other players a lot more.
Also, how's the second player going to get their guns if they can't interact with anything? Do they automatically get the Polar Star if player one gets it? If so, do they automatically get all the guns player one has gotten? That might cause some problems if player one prefers the Nemesis over the Blade, but player two prefers the Blade over the Nemesis, or if player one wants the Machine Gun but player two wants the Spur.I know this is a demo and not a lot has been set in stone, but it would help to think ahead of the possibilities. Like, maybe something to make it less of a hassle between players is having player two able to interact with anything but map changing events, so that if they want a gun different than what player one wants, it won't be an issue.(Something else that you could do but won't really affect much is alternate costumes, so that player one doesnt get player two mixed up with player three if players two and three picked the same character.
For example, if player two picks Curly first and player three picks Curly second, player three's Curly would look like Easy Mode Curly from the Cave Story eShop edition, and so on. There's just enough costumes for everyone to play as Curly, if this is limited to four players.). Thanks for the reply!
Alot of interesting questions.For the health/missile refill, I'm possibly going to make it so the host revives everyone by using that.If a player dies, the game carries on, if the host dies, everyone loses and have to start over at the last save. (How I intended to make it, anyway.)The other players would share the same guns that the host carries. If a save was loaded, the other players would have the same guns as the host. I might consider the idea, though.About the costumes.First off, there's going to be a toggle for showing player names, seeing who is who.Second, there will probably be a lot more costumes to choose from later in development.Third, you can have as many players as the server can handle, there's no real limit. I'm interested in what you're doing for lag compensation.
Since there is a host, I'm assuming this runs on an authoritative server as opposed to P2P, so what happens to the clients when they press a button? Does it predict their motions and then correct with rollback, or do they have to wait for the instruction packet to make a round trip? Not that I'm suggesting p2p would be a better alternative.
That opens up a whole new cascade of issues.I've been wondering how to tackle this issue myself lately. I'm interested in what you're doing for lag compensation. Since there is a host, I'm assuming this runs on an authoritative server as opposed to P2P, so what happens to the clients when they press a button? Does it predict their motions and then correct with rollback, or do they have to wait for the instruction packet to make a round trip? Not that I'm suggesting p2p would be a better alternative. That opens up a whole new cascade of issues.I've been wondering how to tackle this issue myself lately.
For the multiplayer part, I'm using an extension called 'Lacewing', it is extremely simple to use.Once a player has done a keypress, it will send whatever you tell it to send to wherever you want, server, channel or peer, also if you want to send(TCP) or blast(UDP).For example, when a player presses the left arrow, it sends/blasts the player position, animation value, aswell as direction, to channel (number).Now, on the other players, it checks if something has been sent/blasted to the channel you specified. If it has, then it will set all the values to the ones you recieved.For player movement, I used UDP, since we don't ALWAYS need to know where they are. But for something like map transitions, it has to be TCP, as everyone HAS to change map. They always said a multiplayer Cave Story would not be possible.If you can pull it off, that would be amazing. I love the designs for the Mimigas, although having two Curlys in the game might become confusing later on. Maybe consider having two Quotes in two different coloured outfits, or making playable Curly look distinguished.
Again, that might be strange, considering how you do tag along with her at one point in the game.:/Up to how many players will be allowed to connect? There are five characters to choose from, however I only saw four players in the preview screenshots.
And about how much longer do you anticipate a demo release? They always said a multiplayer Cave Story would not be possible.If you can pull it off, that would be amazing.
I love the designs for the Mimigas, although having two Curlys in the game might become confusing later on. Maybe consider having two Quotes in two different coloured outfits, or making playable Curly look distinguished. Again, that might be strange, considering how you do tag along with her at one point in the game.:/Up to how many players will be allowed to connect? There are five characters to choose from, however I only saw four players in the preview screenshots. And about how much longer do you anticipate a demo release? She's a signature but that's also her name. You can guess mine - shame that he doesn't attend anywhere else with signature space, but hey, the pay was good while we were here.
I've missed active duty, but our most boundless years are beyond us.also, 'Anevandos' is the name of a fantasy setting and D&D 5E campaign. There's a Youtube channel and wiki for it, you can check out the former for mostly unedited casual session archives from amateurs, and the latter for the page of Polaris’ character, Taja Inverno the harpy Monk. Because he's manic, the page has a broad-strokes summary of the first few seasons, about half of the campaign as of January 18th 2019, written as it pertains to the character (so avoid that if you don't like spoilers (but if you don't, why did you listen to me (/s))).That's all, really. It's nice to get a big bonus like this but ending on an advertisement feels gross. Hmm.Signature means well, take her advice.
She's married to a character Duncathan made - I believe their name was Comment? Think it's Comment. Either way, she's such a sweetheart they barely ever fight, and when they do it's like teddy bears bopping each other with pillows and then cuddling.
Hey, that's what happens when you're built with strong positive personality traits. Me, I'm fine on my own, at least romantically. We're all doing pretty well as far as minor characters go.Make this place and yourselves the best you can be.I love you.