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« Blogs Index < Game Guides < HATPC Guides
« canadianstickdeath's Blog

This is something I should have made a long time ago. You know, back when I still made caves and it'd actually be useful to me. Anyway, I posted the link a little below, and I'd appreciate it if you all'd download it, play around with it, and tell me what you think. I don't want you guys to mention any potential new features just yet, I just want to know if you can find any bugs, or anything that doesn't function in the way that you would perhaps expect it to.

http://www.interguild.org/hatpc/cavemaker.zip (EDIT: You cannot trust this link to be remotely up-to-date.)
original link:
https://drive.google.com/file/d/1BNp_r4-qIIZ8QuNE1wRw6Vi9HT526aDL/view

Due to a forum bug, you'll probably have to copy that and paste it into your address bar.

To run that, you'll first have to extract that all into the same folder. If you can't extract zip files, download WinRAR: http://www.win-rar.com/download.html

You'll also need to make sure you have the latest version of Java: http://www.java.com

Inside, there's a file named cavemaker.bat, which you will double-click on the run the program. A cmd window will pop up and hang around with you the whole time as you use the cavemaker. Close it, and you close the cavemaker with it, so, just ignore it for now. If it comes up and then just goes away, then you (probably) have not, either, followed these steps properly, or you do not have the latest version of java on your computer. I'm working on a way to make it stand-alone, but for now this will suffice. Also, you can make a short-cut of the .bat file (right-click create shortcut, probably) and then you can paste that into wherever you'd like to be able to open the cavemaker from. Also note that, since this was coded in java, it should be able to run on systems other than Windows. I haven't seen fungus in a while, but if you see him, direct him here so I can get that straightened out. We might have to jump through a few hoops, but it should be able to run on his mac. Update: The cavemaker program is now in a jar file. You should be able to run it by double clicking but, if not, set java as the default program from opening jar files. The .bat is still there if needed.

If you have Windows 7, check out this short topic for help: http://www.interguild.org/members/forums/topic.php?id=5124

I'm going to attempt to list some of the changes that I've made from the Neopets version. Here's what I could think of, in no particular order:

Spoiler: ''List of Changes from the Neopets Version''

So yeah, try it out, and if there's anything that gets on your nerves, let me know I'll try making changes to it. I'll work on adding new features at an unspecified point in the future. For now, I'd like to ensure that this is working properly and there's nothing about it that people just hate to death.

Spoiler: ''Changes in Update 1''


Spoiler: ''Changes in Update 2''


Spoiler: ''Changes in Update 3''


Spoiler: ''Changes in Update 4''


Spoiler: ''Changes in Update 5''


Spoiler: ''Changes in Update 6''


Spoiler: ''Changes in Update 7''


Spoiler: ''Changes in Update 8''


Spoiler: ''Changes in Update 9 (Current Version)''
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User Comments (549)
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canadianstickdeath
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Thursday, July 23 2009, 10:30 pm EST

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So read the first post, right? Read it carefully? Or maybe read the article that Accel wrote about it? Whatever, you need Java. So download that.
krotomo
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Thursday, July 23 2009, 10:35 pm EST
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I don't know about that stuff. I am only 9.
canadianstickdeath
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Thursday, July 23 2009, 10:52 pm EST

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I haven't tried it, but probably go here?

http://www.java.com/en/download/index.jsp
krotomo
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Thursday, July 23 2009, 10:55 pm EST
The Shepherd

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I'll ask my mom if i can do it tommorow.
canadianstickdeath
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Wednesday, July 29 2009, 3:45 am EST

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Hmm....

I just occurred to me that Livio likely broke the "Load From Gallery" feature. I'll have this fixed in the next update, but who knows when that'll be up.
krotomo
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Thursday, August 6 2009, 2:38 pm EST
The Shepherd

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when you hit close when it says that the file has been modified, you should make it just do the same this as if you were to hit cancel. I lost many caves because of this
canadianstickdeath
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Friday, August 7 2009, 1:05 am EST

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'krotomo' said:
when you hit close when it says that the file has been modified, you should make it just do the same this as if you were to hit cancel. I lost many caves because of this

I DON'T UNDERSTAND WHAT YOU ARE SAYING. YOU WANT TO NOT BE ABLE TO CLOSE A CAVE UNLESS YOU SAVE IT? I HOPE THAT I'M MISUNDERSTANDING YOU, AND THAT'S NOT ACTUALLY THAT YOU ARE SAYING, BECAUSE THAT'D BE STUPID.
krotomo
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Friday, August 7 2009, 1:08 am EST
The Shepherd

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what I am saying is that when the your cave ____ may have been modified button comes up, you should be able to have clicking close in the message have the same effect as clicking cancel
canadianstickdeath
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Friday, August 7 2009, 1:12 am EST

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'krotomo' said:
what I am saying is that when the your cave ____ may have been modified button comes up, you should be able to have clicking close in the message have the same effect as clicking cancel
YOU MEAN IT DOESN'T??????? LEMME CHECK.........
canadianstickdeath
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Saturday, August 8 2009, 4:08 pm EST

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Fixed?

I was always under the impressing that x == cancel, since I didn't see a constant anywhere for what happens when you click the x. I tried a few numbers, and it turns out that -1 is returned when you click the x. Now, I made it so that, when you click the x on the isModified dialog, it behaves the same as cancel. On the other yes/no dialog in the program, the one where you are asked to confirm before saving over an existing file, clicking the x behaves the same as clicking no, since cancel exits the saveas dialog altogether.
canadianstickdeath
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Tuesday, September 1 2009, 12:43 am EST

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Fixed a bug where the terrains types would all revert to what their terrain types were when you originally set them, when doing dimension changes. I fixed it two different ways, lol, so hopefully one of them will take, and hopefully, there won't be any implications of the changes that I haven't considered.

Also, you can no longer copy/paste to circumvent the settings in the allow multiples menu. I had to make it so that, when you paste one, it removed all the others from the map, and also, to make it so that the first one (and not the last) is the one that stayed, I had to reverse the loops for pasting so that they ran in the opposite order. If the disallowed multiple is in the clipboard, but pasted into a position that is offscreen, the others will not be removed, which is how I would expect it to work, anyway. The clipboard is not changed in this process. The main thing is that it should no longer be able to get more than one of a disallowed multiples when the menu says that they're disallowed, unless they are already present in the grid. If you find a way to do it, it's a bug, and needs to be fixed.
canadianstickdeath
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Saturday, September 12 2009, 5:23 pm EST

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So I finally added the admittedly useless save all feature, but it did get me to go over some of how saving works, and I spotted and fixed a few minor problems. In the next update, guys, be very careful with saving. A least for the first few times you save, make a back-up just in case. I made a lot of changes to saving today, and I actually lost a couple of files myself while I was testing. Anyway, the next update isn't out yet, 'cause there's still not much of anything worth updating for.

What I need is somebody to confirm for me 100% that the maximum number of ghost enemies in a cave is one (1). I actually never noticed this before, but in the testing that I did, it appeared to be correct. If it is, I'll get to making an allow multiple for the ghost enemy as well (an "allow multiple" is an option that, when unchecked, prevents you from adding more than one of it to the cave, like with doors and starting positions). Another thing I'd like to know is whether I should (assuming the maximum is indeed one), by default, allow or disallow the placing of multiple ghost enemies. I'm 50/50 on it.
jellsprout
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Saturday, September 12 2009, 5:33 pm EST
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If you tell me which number represents the ghost, I'll do it.


Spoiler:
canadianstickdeath
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Saturday, September 12 2009, 5:36 pm EST

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Spoiler:
jellsprout
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Saturday, September 12 2009, 5:50 pm EST
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Confirm. Only one appears.


Spoiler:
canadianstickdeath
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Saturday, September 12 2009, 9:08 pm EST

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Ok, so an allow multiple for the ghost enemy is coming. Opinions on whether placing multiple ghosts should be allowed or disallowed by default?
Livio
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Saturday, September 12 2009, 9:10 pm EST

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I don't see why we'd want it to be allowed by default
canadianstickdeath
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Saturday, September 12 2009, 9:29 pm EST

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Pro:
It was allowed in the original cavemaker, like multiple water levels, except, enemy 4 doesn't cause any upload problems. There are a lot of caves out there with a bunch of enemy 4's in them, and somebody who wants to add another would be in for a quick surprise when they all disappear.

Con:
It doesn't do anything.
Livio
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Saturday, September 12 2009, 9:40 pm EST

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you know now that I think about it, HATPC must have some ultra-inefficient coding in it. It can't take more than a handful of enemies at once, the hit-testing for moving objects is totally messed up, disappearing arrows....
jellsprout
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Sunday, September 13 2009, 6:44 am EST
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It can only allow a limited amount of moving objects. It has to keep track for each of them where they are and how they will react. Because of this, they limited the maximum amount of arrows, dynamites, explosions, falling objects and monsters. I haven't tried it yet, but I wouldn't be surprised if there were a limited amount of water taps too.


Spoiler:
shos
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Sunday, September 13 2009, 8:45 am EST
~Jack of all trades~

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'jellsprout' said:
It can only allow a limited amount of moving objects. It has to keep track for each of them where they are and how they will react. Because of this, they limited the maximum amount of arrows, dynamites, explosions, falling objects and monsters. I haven't tried it yet, but I wouldn't be surprised if there were a limited amount of water taps too.
do we know what is the limit of monsters in a cave? was it 6 or something? dun remember.

and, we should try checking out water taps. just make them all fall to a floorless area.


Isa
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Sunday, September 13 2009, 8:49 am EST
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6 monsters are the maximum.

Also, check out some of Kro's Bringer levels - there's one where he uses, I dunno, 70 water taps and the game doesn't crash.
jellsprout
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Sunday, September 13 2009, 9:00 am EST
Lord of Sprout Tower

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The problem is if they will all work. I'll go check it out.


Spoiler:
jellsprout
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Sunday, September 13 2009, 9:18 am EST
Lord of Sprout Tower

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I tested this till 200 taps. Each one works. I doubt anyone would ever use more than that, so I say it's case closed.


Spoiler:
shos
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Sunday, September 13 2009, 9:51 am EST
~Jack of all trades~

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'jellsprout' said:
I tested this till 200 taps. Each one works. I doubt anyone would ever use more than that, so I say it's case closed.
i wonder. would 200 taps be able to be drained?



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