I_Eat_All
Plasma Beam!
Blog Updates: (do mais antigo para o mais recente)
Fonte: http://nicalis.com/blog/2008/11/24/cave-story-art-comparison-malco/CAVE STORY ART COMPARISON: MALCO
Sorry for the extreme lack of updates. We’ve, well, been working on your game.
I’m still working now, but it’s about time we show another character. So, here he is–the new version of Malco, the friendly robot. Pixel did an awesome job on this one.
Fonte: http://nicalis.com/blog/2009/01/09/cave-story-art-comparison-curly/CAVE STORY ART COMPARISON: CURLY!
With the second week of the new year almost over, we’re back to our schedule–including trying to update the blog. It’s technically Friday and that means it’s time for a new character. Since we were quiet over the holiday it’s time for a good one.
What you’re seeing above is pretty obvious, Amaya-san’s original and new take on Curly. I probably haven’t said it enough, but Amaya-san has done an amazing job. He’s consistently provided character artwork that seems to get better and better.
Fonte: http://nicalis.com/blog/2009/01/27/hello/HELLO!
Hey, I’m Tiffany, the programmer on Cave Story Wii. Things have been pretty busy for us as we get closer to release, but I wanted to say hello.
As you probably know, over the past few months we’ve been cracking away, trying to bring Cave Story over to the Wii platform. Thankfully to Pixel’s clean work, we’ve been able to do it without too many challenges. During the first few days of porting Cave Story I was able to see the hard work and love that went into making this game. Some of Pixel’s techniques, including the old school approach to sound generation, were really helpful in keeping the file sizes down (very helpful for WiiWare) and making this port a pretty straight forward one.
If you’ve read Tyrone’s post, you probably have figured out that the game is almost completely ported and getting close to done. There are still a few things left to do. One of the more obvious bugs from the initial port was a notable sound bug–you know “bleeding ears” and all–which I am currently working on. We promise to get it right! There were also several graphics bugs which have since been fixed. I am also working to get all of the Wii specifications in place, but that’s all secret stuff.
Fonte: http://nicalis.com/blog/2009/02/07/and-before-i-forget-mimiga-graveyard/AND BEFORE I FORGET: MIMIGA GRAVEYARD
We’ve been a little lacking on the screen shots. So here’s a new one what. Do you like?
Fonte: http://nicalis.com/blog/2009/02/14/mcnewsy-news/MCNEWSY NEWS!
Hello!
Tiffany here again and I come with a little bit of good news, or at least a couple of new things to tell you. Pixel and Ty have put together the weapons and the weapon icons for the HUD, everything dropped in nicely and, I think you’ll agree, it looks fantastic. Pixel never disappoints! The MIDI player is ready to go and the new music is on the way.
I am currently working hard to finish up the ORG player and then I will turn my focus to more DLC stuff. The whole team is hard at work to finish the game up and I think its safe to say that the excitement is really building now as we get closer to release!
Fonte: http://nicalis.com/blog/2009/03/08/cave-story-update-crunch-time/CAVE STORY UPDATE: CRUNCH TIME!
Tyrone:
Hello! I hope you missed us. Sorry for the break. There’s a reason we’ve been MIA for the last couple of weeks. No, we’re still not dead–we’re officially in crunch mode and trying our best to wrap up Cave Story! If all goes well, you’ll be playing Cave Story by the beginning of May or even end of April. Instead of a simple one-liner, we wanted to update everyone with a relatively complete item list of what we’ve been working on.
On my end, I’ve been working on finalizing the three versions of the manual. For North America, the Online Manual is required to be in English, Spanish and French. I’ve written the English version and I’m currently, slowly, translating it to spanish. Yann will be helping me with the French version. Aside from that I’ve been testing the game as much as possible and making sure we’re ready for localized versions of the game later this year.
Pixel and I have been discussing what we have in mind for DLC. We have a few new ideas that I think you’ll like. On the artwork side, I’ve been going through each file, one by one in the game making sure that the new artwork appears just way it should. We’ve pushed a pixel here or there on a few files. Oh yeah, we’ve also been translating some interviews for Pixel.
Tiffany:
You haven’t seen updates free me because I’ve been busy typing away at code. On the programming front since the last update, I have fixed up the .org player and made some additional fixes to the graphics.
Also, I’ve spent some time working on the DLC support which Tyrone just mentioned, making sure that the game will be able to support all the new content that we have planned over the months following the initial release.
Some bug fixes have been made and additional music and artwork have also been added. My next port of call is to focus on more DLC stuff, bug fixes and Lotcheck. In case you’re not familiar with the term Lotcheck, it’s Nintendo’s internal submission process for developers and publishers. Basically it’s just checking that we are following all of Nintendo’s protocols, providing a good framework for the downloadable content and making sure that we ship a solid and bug free game.
Yann and Nicklas:
Hey, it’s Yann. Nicklas and I have been quite busy finalizing the new audio for Cave Story. First I made midi versions of the existing songs, with some modifications or new arrangements of them. All these song have been sent to Pixel for his approval; he gave us some feedback and we’ve since made the changes, as he requested.
Nicklas and I considered several ways to display the sound and finally build our own DLS bank with samples from digitally synthesized lo-fi sounds and also some old hardware sound modules. We wanted to keep them sounding a bit like chiptunes.
Then another part of the job consisting in making the sounds and the enveloppes fit with the tracks, and reorganizing the soundfont. I’m currently editing the midi files again to fix a lot of details inside the songs, making sure everything is set right, trying to improve what is lacking from Pixel’s versions, and also making some other stuff he asked for.
Oh by the way, we’re also building the speech synthesizer that will sing lyrics over each song while the playing the game!