Show Posts
|
|
Pages: [1] 2
|
|
3
|
Feedback / Playtesting / Re: Spelunky v0.99.9
|
on: August 20, 2009, 03:50:05 PM
|
|
I have a new suggestion for the opened flare button. A "throw" button that would bypass the function of whatever item you where holding, such as the unlit bomb or shotgun.
|
|
|
|
|
4
|
Feedback / Playtesting / Re: Spelunky v0.99.9
|
on: July 20, 2009, 05:09:55 PM
|
|
Suggestion for an Easter Egg: Pressing F5 makes the game say "Save? What is this save you speak of?" Or other random phrases. Such as "No save for you!" "This is the first I've heard of saving!" "This was no boating accident!"
Okay, I don't know where that last one came from.
|
|
|
|
|
5
|
Feedback / Playtesting / Re: Spelunky v0.99.9
|
on: July 11, 2009, 11:15:37 PM
|
Will it be possible to port Spelunky to other systems once you released the source code? I'm thinking of game consoles, namely the Nintendo Wii. As far as I know, the Wii can be programmed for using C++, but I'm no programmer... Take a look at http://www.wiibrew.org, there should be all the info you might need, including an IDE for development for the Wii... NinjaN If Derek is going to go though the trouble of porting it to a console which in all likelyhood, would be extremely difficult with third party aid, he might as well go official and get paid for it.
|
|
|
|
|
6
|
Feedback / Playtesting / Re: Spelunky v0.99.9
|
on: June 29, 2009, 06:14:18 PM
|
Heh, heh. JoystickHero got trolled.
That's not trolling at all. That was just a segue to my troll suggestion, it didn't need to be accurate.
|
|
|
|
|
7
|
Feedback / Playtesting / Re: Spelunky v0.99.9
|
on: June 27, 2009, 07:56:39 PM
|
|
Heh, heh. JoystickHero got trolled.
Oh, there should be a troll in the game, that guards a level exit that leads to a more treasure filled but more dangerous level.
|
|
|
|
|
8
|
Feedback / Playtesting / Re: Spelunky v0.99.9
|
on: June 23, 2009, 12:08:35 AM
|
|
When I said Spider-Man equivalent, I meant climbing gloves, spring shoes, ropes and whip turn white, whip shoots webs and no fall damage all rolled into one power-up.
|
|
|
|
|
10
|
Feedback / Playtesting / Re: Spelunky v0.99.9
|
on: June 22, 2009, 01:00:02 AM
|
|
Sorry it's been so long since my last post. Here are my thoughts.
I noticed that with the flare system redone (which is awesome by the way), my controller had an empty button. I suggest to fill this empty button that we implement a sub slot system. Any item could be reasonably placed in your pocket could be done so to free up your hands. So you wouldn't have to juggle the idol/damsel with your weapon/tool.
A while ago I suggested that a lawyer would appear between stages (ala the tunnel guy) to aid you if you upset the shopkeepers.
Bringing an unopened chest to a shopkeeper will make him give up an offer for it. Which may or may not be more then it's contents worth.
Getting hurt by spider has 1/64 chance of you becoming Spider-Man or his Spelunkey equivalent.
|
|
|
|
|
11
|
Feedback / Playtesting / Re: Spelunky v0.99.5
|
on: January 28, 2009, 03:32:18 PM
|
Or you all can just try out one of these.  Just swap the button assignments for run and purchase and you're golden.
|
|
|
|
|
13
|
Feedback / Playtesting / Re: Spelunky v0.99.5
|
on: January 19, 2009, 01:26:20 AM
|
Well.. the point in the whole matter is this: If a terrible fate befalls the shopkeeper, the game will ensure that they have a chance for comeuppance with the- Shopkeeper guarding the next level's exit- game mechanic. And it IS a game breaking mechanic because it destroys the risk-reward aspect of an important fork in the game's road- Will you choose the path of the thief and risk the retribution of the many angry shopkeepers that will follow, or will you choose the path of the consumer and deal with the dungeon while worrying whether you have enough gold to afford an ankh and a cape by the time you find the Black Market (safely, mind you).
I would first like to thank you for the time and thought you put into this. It's very rare I find something more then a paragraph long worth reading let alone read it multiple times. I guess when you put it that way does make it sound like a cheat if you know how to do it without luck involved. Maybe as a counter balance, all shops in world 1 get declared unsafe and are no longer manned or stocked. On a different take, there are MANY opportunities for an Idol boulder to roll into a shop in Area 1, and because Area 2 shops are far rarer to spawn, they are the prime and few opportunities to stock up before you reach the point of no return in equipment. Because of the layout of the initial area, the top 12 quadrants of space are fair game for a Golden idol (and thus a boulder) spawn. That said, the shops can spawn in any quadrant not occupied by an entrance or an exit, or somehow impeding the ability to enter the exit. Probability is fair that you'll come across an idol that is on the same X axis as a shop, or located above a shop and whose course could be manipulated in such a way that it would descend to the next level where the shop may have spawned. You're essentially playing a game of luck involving randomly generated rooms as to whether your spelunking experience will be a breeze, or be somehow derailed by either scenario (Thief or Law-abider) as the game stands.
I see your point, but the same thing could be said of getting a Jetpack, climbing gloves or cape in a crate in the first level. Finally- if the other two points don't faze you, consider this. How would you approach this addition from a game-engine standpoint? (If Trigger: Boulder, Shop on same X axis, Shopkeeper Panick) okay.. so what about if the procedurally generated rooms throw you a curveball? You trigger the boulder and climb a rope facing a level wall, the boulder slams in and gets stuck. SOMEHOW, all the way across the map, the bearded bastard gets spooked. No. Of course not. He knew the dangers of being in a dungeon full of indiana jones wannabes and he packed and trained accordingly (Air Jordans that let him jump higher than the crappy spring shoes he sells and a fully loaded shotgun). Ignoring that, the game engine doesn't even REGISTER physics unless they are within a visible (and slightly beyond visible) range of the player. (set a bomb and run off 2 screens away to test this, come back after the explosion's sound and the ground will be perfectly untouched).
Um... yeah, about that bomb physics test...I feel I should point out that I have east Asian language support on my system. I don't know if that would effect Game Maker software but I have seen it effect other things. The shopkeeper can't even run if you aren't within that predetermined distance from the shop. How would you suggest that the shopkeeper escape the oncoming boulder if the game doesn't allow him a point of descent. Does he just Plot-teleport away?
If he's not one screen, why not? Though if this does happen then most if his stock should also plot-teleport away. See, more balance right there. The idea is flawed on multiple levels, and it's hard to think that it is capable of being added without buggy functionality due to the chaotic nature of the way the game generates rooms.  Considering my only programming knowledge is forgotten by now must likely I have no rebuttal for this. One thing I do request that you remember is that my suggestions are for version 1.X, not 1.0. And even then I know they are just suggestions. Speaking of suggestions, how about a lawyer who appears between levels like the tunnel man who for $100,000 will get your criminal status cleared?
|
|
|
|
|
14
|
Feedback / Playtesting / Re: Spelunky v0.99.5
|
on: January 18, 2009, 11:25:55 PM
|
If you did that, it would be to easy to win. Plus, you knowingly sent the boulder at the shopkeeper, so you should have to deal with the consequences.
Not that easy, this would only work with world one levels. Plus how often could you actually do this?  Not a shop but you see my point. If I thought it was a game breaker I wouldn't of suggested it.
|
|
|
|
|
15
|
Feedback / Playtesting / Re: Spelunky v0.99.5
|
on: January 18, 2009, 08:07:32 PM
|
|
I personal considered the kissing booths PG-prostitution not PG-13-prostitution, for it to be PG-13 they would have to have two damsels double team a donkey.
But I always though the shopkeepers where just that, shopkeepers.
|
|
|
|
|
16
|
Feedback / Playtesting / Re: Spelunky v0.99.5
|
on: January 18, 2009, 07:57:06 PM
|
... which would mean you could collect the merchandise after the dust clears. Which is the idea, but this would only work with world 1 so it's more incentive to start at the beginning. On occasion the boulder traps the shopkeeper at the back of his shop. It's rare to be able to raid a shop without the shopkeeper being able to lift a finger toward you.
I fail to see how this is relevant to my suggestion. My "Every man for himself" scenario is to allow for the hero to gather up the goods without being labeled a criminal. I now also have an idea how to make the kissing booths more gameplay conductive. First of all, make them a self operated by the damsel. That there is no shopkeeper to worry about. Then, if you pick her up, she says Wanna date me? Gonna cost ya! And then just leave with her, if you make it to the exit with her, she take 5 percent of what you made on the stage, plus an addition 1 percent for every time you whip or drop her. If you damage her booth, she takes half.
|
|
|
|
|
17
|
Feedback / Playtesting / Re: Spelunky v0.99.5
|
on: January 18, 2009, 07:10:38 PM
|
|
Gameplay suggestion:
If a boulder rolls though a shop, instead of "Die you vandal!" it should be "Every man for himself!" and the shopkeeper just runs off instead.
|
|
|
|
|
18
|
Feedback / Playtesting / Re: Spelunky v0.99.5
|
on: January 17, 2009, 06:21:50 PM
|
http://xpadder.awardspace.com/Xpadder simulates keypresses and mouse movements using a gamepad. This allows you to use your controller to play PC games with poor or no joystick support (including DOS games in a Windows DOS box and Shockwave/Java internet games). I didn't need this program to play Spelunky but I would just like to say it's awesome.  This is how I'll browse the internet from now on. Anyhoo, time for a bug report. -pressing the test button will put whatever you selected where the test button is. -Test mode doesn't disengage when you play the regular game. Sending you back to the editor when you die or reach the exit. one of the more esoteric bugs I've discovered is that if crank your resolution down low enough that the opening menu doesn't fit like so...  The buttons won't work when you click their actual positions, you have to click their "assumed" posistions. It's why I asked for a 2 page start up screen earlier, game still runs when you hit enter so it's not really a big deal. Oh and did anybody know this?  Are we going get a full Spelunky font for the level editor by the way? That would just be awesome.
|
|
|
|
|
19
|
Feedback / Playtesting / Re: Spelunky!
|
on: January 16, 2009, 09:04:19 PM
|
|
Don't know if this is already fixed Derek, but jumping on the sides of the idol boulders can also trigger the short fall bug.
|
|
|
|
|
20
|
Feedback / Playtesting / Re: Spelunky!
|
on: January 15, 2009, 07:23:40 PM
|
Is th15 also named Sean? Anyhoo, you can also trigger a "Trying to use non-existing surface" if you change your monitor resolution while Spelunky is running. I'm a screen caster though so I don't why'd you do that but... I use 480x360 for that by the way, gotta love a video card with an omnipotent tray icon.  :D:handshakeR: Hope version 1.0 gets a 2 page start-up by the way. I like the Jezz's succubi idea, hope it gets implemented in version 1.X. Here are some my ideas for version 1.X -An action appropriate afterlife screen before going to the highscores screen. -Unlockable character, a miner with gets an mattock, 8 bombs and ropes at the beginning of each level. Downside, no whip. -More damsel character models, at least one for each world. (Give me a few color palettes and model guidelines and I'll help out with that one.) -New event "A secret pirate hideout!" I feel that one is self-explanatory. -The screen to the next level having more than one door, with the occasional hint what that door would generate. -An item that makes the Damsel's "HELP" speech bubble home on to the hero. -Silver that could be found and mined liked gold. -Since that game has wanted posters, there should be the occasional weapon wielding criminal that can knocked out, tied-up and delivered for money. Or killed and delivered for less money. -One use only spike breaker item. -POWER DRILL. I have more ideas but these are the ones I feel would add to the game the most, I'd also suggest a floor friendly bomb but I can't think of a player friendly way to implement it.
|
|
|
|
|