Shovel Knight Mod Thread

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phunguy06
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Shovel Knight Mod Thread

Post by phunguy06 » Wed May 22, 2019 2:42 pm

Huh, there have been a lot of new mods recently. Guess I'll join in.

That's right, I'm making a Shovel Knight Mod! Here's a few samples of what I've done already:

https://imgur.com/EQsrgd8

https://imgur.com/Ipomolf

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I'll post any updates here, so stay tuned!
meep

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Re: Shovel Knight Mod Thread

Post by Brazencoronet17 » Wed May 22, 2019 5:19 pm

WHY ARE THERE SO MANY MODS SET RIGHT NOW? HOW MUCH HYPE DO I NEED? HUH?
Thank you for the hype. Shovel Knight is one of those games I have never played for some reason
http://megamanroyale.com/ <- Play

BWAHAHAHA I AM NOW THE GAMECUBE

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Blast Man
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Re: Shovel Knight Mod Thread

Post by Blast Man » Fri May 24, 2019 8:03 am

I like eat potatos wrote:
Fri May 24, 2019 6:02 am
I like your best mod ever! :lol:
hey phunguy06 your mod being liked by Fanduber is seriously rare so enjoy
Mega Man Maker X Mod Thread:
viewtopic.php?f=15&t=8816

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Re: Shovel Knight Mod Thread

Post by phunguy06 » Thu Jun 06, 2019 8:13 am

Image

Sorry for the lack of updates, but I just wanted to show that progress is still running smoothly.
Last edited by phunguy06 on Sun Jun 09, 2019 7:03 am, edited 1 time in total.
meep

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Re: Shovel Knight Mod Thread

Post by QuartexGames » Thu Jun 06, 2019 2:57 pm

phunguy06 wrote:
Thu Jun 06, 2019 8:13 am
Image

Sorry, for the lack of updates, but I just wanted to show that progress is still running smoothly.
It's lit
Woah It's Green ID: 316053
Woah It's Blue ID: 260308
Woah It's Yellow ID: 263387
Woah It's Red ID: 325994
Woah It's WhiteID: 258788
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Re: Shovel Knight Mod Thread

Post by phunguy06 » Sun Jun 09, 2019 4:45 pm

https://imgur.com/a/fzQ4rkB

Couple new tilesets, along with a reskinned Cossack Platform!
(The Lift Platforms wouldn't work very well due to hitbox issues.)
meep

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Re: Shovel Knight Mod Thread

Post by phunguy06 » Thu Jun 20, 2019 2:58 pm

https://imgur.com/6Q6H7IB

A new background has finally been added! Oh, and some Mole Knight assets too. Those as well.
meep

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Re: Shovel Knight Mod Thread

Post by phunguy06 » Tue Jul 23, 2019 11:50 am

https://imgur.com/h7BKODc

Apologies for the lack of updates, but I've got two new weapons to show off - Flare Wand and Chaos Orb!
The palettes still need some work, though.

As a side note, this will probably be my last update before 1.6. I'm planning on porting it over, and the more stuff I add, the more I'll have to add to the 1.6 version.
meep

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Re: Shovel Knight Mod Thread

Post by QuartexGames » Tue Jul 23, 2019 4:04 pm

phunguy06 wrote:
Tue Jul 23, 2019 11:50 am
https://imgur.com/h7BKODc

Apologies for the lack of updates, but I've got two new weapons to show off - Flare Wand and Chaos Orb!
The palettes still need some work, though.

As a side note, this will probably be my last update before 1.6. I'm planning on porting it over, and the more stuff I add, the more I'll have to add to the 1.6 version.
Everything is great, but it would be more accurate if you used Mega Ball instead of Crystal Eye.
Woah It's Green ID: 316053
Woah It's Blue ID: 260308
Woah It's Yellow ID: 263387
Woah It's Red ID: 325994
Woah It's WhiteID: 258788
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NeoMechaFan108
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Re: Shovel Knight Mod Thread

Post by NeoMechaFan108 » Tue Jul 23, 2019 5:24 pm

phunguy06 wrote:
Tue Jul 23, 2019 11:50 am
https://imgur.com/h7BKODc

Apologies for the lack of updates, but I've got two new weapons to show off - Flare Wand and Chaos Orb!
The palettes still need some work, though.

As a side note, this will probably be my last update before 1.6. I'm planning on porting it over, and the more stuff I add, the more I'll have to add to the 1.6 version.
Interesting... and the enemies will change too?
Insolent!

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Re: Shovel Knight Mod Thread

Post by phunguy06 » Wed Jul 24, 2019 6:37 am

QuartexGames wrote:
Tue Jul 23, 2019 4:04 pm
Everything is great, but it would be more accurate if you used Mega Ball instead of Crystal Eye.
I mean, when I port this over to 1.6, I could change it to Mega Ball, but that might require a lot of sprite size changing and stuff. I'll see what I can do.
NeoMechaFan108 wrote:
Tue Jul 23, 2019 5:24 pm
Interesting... and the enemies will change too?
At some point, yes.
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14Protoman
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Re: Shovel Knight Mod Thread

Post by 14Protoman » Mon Aug 05, 2019 7:03 pm

I begin to think that with what is being delayed 1.6 you should update the thread.

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Re: Shovel Knight Mod Thread

Post by 14Protoman » Thu Aug 15, 2019 10:30 pm

It's been a long time since your last update, but I want to ask something that leaves me uncomfortable doubt:
You will modify level objects, tiles, backgrounds and weapons, but I want to say: In the end, will you also modify the enemies, music and bosses?

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14Protoman
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Re: Shovel Knight Mod Thread

Post by 14Protoman » Thu Aug 15, 2019 11:11 pm

It's been a long time since your last update, but I want to ask something that leaves me uncomfortable doubt:
You will modify level objects, tiles, backgrounds and weapons, but I want to say: In the end, will you also modify the enemies, music and bosses?
In fact, I have some ideas that you might like.
Shadows would be grass and some other decoration.
Hot dogs could be the King Knight Griphons.
The Tama could be the Dragoons.
The Gobots could be the green dragons of the first level.
The shield attackers could be the knights with shield.
The crabbots ... well, Treasure Knight crabs.
Dicens mice with propellers (I say these and not the puckapelly, since they give you more space).
The Mechakkero the toads.
Grenade man Plague Knight.
Tornado man Propeller Knight.
I can not think of anything else.

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