Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

877082 Posts in 32846 Topics- by 24286 Members - Latest Member: himowa

May 18, 2013, 01:37:46 PM
TIGSource ForumsDeveloperFeedbackSpelunky v1.1 (and Source)!
Pages: 1 ... 79 80 [81] 82 83 ... 305
Print
Author Topic: Spelunky v1.1 (and Source)!  (Read 1048220 times)
Valter
Level 10
*****


kekekekeke


View Profile
« Reply #1200 on: January 10, 2009, 09:33:53 AM »

beeare: Currently, you will not go to the next level unless you press a button. I think there should be some kind of prompt, though, like "press attack button to continue". Also, I would like a short tune to play whenever you play a level.

Logged
TimrodDX
Level 0
**


View Profile
« Reply #1201 on: January 10, 2009, 09:53:14 AM »

Found a bug with the new version - if you turn the music off in the setup and hit F1 to die (not sure if dying by any other method does this) the music will turn back on the next time you spawn and stay on.
Logged
vdgmprgrmr
Level 2
**


View Profile Email
« Reply #1202 on: January 10, 2009, 10:29:36 AM »

Oh yeah, and I noticed that your level events ("There's a psychic presence here" and such) switch characters.

You have some in first person ("I hear snakes. I hate snakes") and some in second person ("You hear rushing water"). It'd be best to keep them all to either first or second person. I prefer second person, but it might seem weird for the snakes one. Depends on what you want to do.
Logged
Maxxim
Level 0
*



View Profile Email
« Reply #1203 on: January 10, 2009, 10:38:24 AM »

I've found a few things while messing around in the level editor.  They aren't all necessarily bugs, but I'm putting them all here anyway.  You can download this level at this link.  These all occur with the latest version posted here

Bugs.lvl: (download)


  • When the frog explodes, the large fish has no water to swim in but is still alive, turning around in place
  • After the explosion, a bunch of other water drains because it is not enclosed by blocks.  Pretty sure this is caused by a tile update event as the same thing occurs if you destroy a wall with the pick-axe before the bomb goes off.
  • If a shop keeper is placed where they have a wall to the left of them, and above of them they will get stuck.  If one of those two tiles are open (bottom left two shop keepers) they will be fine.
  • If you delete the pick-axe or bow in the level editor, their image will not go away until you overwrite it with something (or exit the level editor).  The deleting function works fine, it is just that the image stays.
  • As I mentioned earlier, you can still fire the shotgun (or handgun) while in the unbalanced animation to the left and hit yourself.

Finally, the detection for which column to throw the rope up and which column the rope uses for ceiling detection seem to be slightly different (when between tiles).  When you're standing between two tiles and throw a rope up, the game has to decide which tile you're in to throw the rope. If you're in a specific position like this one, it gets a little messed up:


From there, if you throw the rope up, the game will decide that the rope should go up on the tile on the right, but it uses the tile on the left for ceiling detection.  If the tile on the left is lower than the one on the right (like in this example), the rope gets stuck on nothing.  Like this:



If you're going to continue to tweak the level editor, a "selection" option would be incredibly useful.  By pressing 5 or something you wouldn't be able to lay down any tiles, but you should be able to select groups of tiles by clicking and dragging, and then be able to move them around.  Cut/Copy/Paste would be nice too, but being able to move them around is pretty important if you change your mind about a certain thing while making a level.
Logged
Jetsetlemming
Level 0
**


It's not real, it's not real, it's not real...


View Profile Email
« Reply #1204 on: January 10, 2009, 10:45:33 AM »

http://www.derekyu.com/games/spelunky_0_99.exe

Here's a new exe that fixes a bunch of bugs, most notably the damsel crushing bug, the "rushing water" bug, and the sacrificial pit bug.

I also re-uploaded the previous build with the new exe and a settings.cfg.

RollingSkull, I think you bring up some good points.  I'm too tired to discuss them right now, but I agree that improvements can be made!

Thanks, guys, for helping me test!  There are so many different situations in the game that it's hard to find these problems myself and also add new content.  But most of the major features are in now, so I can concentrate (at a slower pace) on polishing it up.
Anything regarding those ladder-with-platform tiles that seem to be pretty buggy, from my plays? I think they're to blame for the "Fall down too fast and get hurt from a small distance" bugs, and with that custom map I posted a couple pages ago, it causes the player to start to slide around and take phantom damage. They seem especially unhappy if you don't put a ladder attached to it.
Logged
Acedio
Level 0
*


View Profile Email
« Reply #1205 on: January 10, 2009, 11:35:05 AM »

2)  Shops could be reworked so that a button could be freed up, along with making the lines between shoplifting and purchasing more clear.  The idea is simple:  stand next to the shop owner and press the 'up' direction to begin inquiring about purchasing one of the goods or selling goods of your own.  To shoplift, don't initiate dialogue and either exit the shop with the goods, or alter the shop's border yourself.  This would make the purchase button redundant, allowing it to be used for other things or to just simplify the game - which is good for the keyboard conscious.

I like this idea because currently I'm using a Super Nintendo controller to play and I only have 8 buttons for 9 actions (I have to leave out pause, which would be handy to have as the start button Wink ). Maybe a different way of using flares? If you do end up adding the ability of getting/buying more flares you should make it an item like bombs and ropes where you can cycle through to choose it. That would free up the flare button Smiley Hand Thumbs Up Right
Logged
TimrodDX
Level 0
**


View Profile
« Reply #1206 on: January 10, 2009, 12:19:51 PM »

Found another glitch in latest version. If you're carrying any weapon or a teleporter, and you have one bomb left, and you switch to your bomb (by hitting C with the item still in hand) and use your last bomb, the item you were holding before you switched to your bomb will disappear.
Logged
PureQuestion
Level 4
****



View Profile Email
« Reply #1207 on: January 10, 2009, 12:31:32 PM »

http://www.2shared.com/file/4620606/9ed072ce/Spelunky_levels.html

made five levels. the order is obvious, so simply up zip it in winRAR, then copy them into your levels folder.

I put a lot of work into it, so I'd appreciate feed-back. and be careful, there are safe-holds to make sure you play them from start to finish. each level leaves something you need for the next. leave nothing behind.

Maybe it's good, maybe not. Either way, I hope someone actually comments on it.
Logged

Ghegs
Level 0
**



View Profile WWW
« Reply #1208 on: January 10, 2009, 12:35:55 PM »

Most likely has been said before, but just in case...

The player isn't totally invulnerable during the leaving level -animation. Shopkeeper's bullets can (and will) still kill him.

Also, some weirdness with collision detection, maybe. I'll borrow Maxxim's image to illustrate it better, hope you won't mind.



There was a man-eating plant at point A, facing right. I was hanging off the tile, at point B. I pressed down + jump to drop down...and the plant eats me.
Logged
FiaStarta
Guest
« Reply #1209 on: January 10, 2009, 12:43:15 PM »

I sexied up my first level:
http://www.fiastarta.com/snakenest.lvl

& while I'm at it, here are some bug/weird behavior reports that are easy to test in that level. Some were in the previous version & are still there:

-(harmless) get hit by an arrow while on a ladder, you will fall, and stand up in the position of ladder climing
-I like ground-ladder combo tiles, however snakes don't pass them, and you don't walk over them as if they were blocks, that's a pity. Even items don't stay over them.
-rope: sometimes a rope stops like hitting a block because you're a little of the middle, I think the collision detection for ropes is too wide
-(harmless) vines: vines don't seem to stop 'nicely' at the bottom if there's only 1 tile
-in a part of the level, I placed a block before a snake to push him into a trap, but snakes+pushable blocks don't push snakes, it makes them go upwards (already reported by others for normal levels)
-(yes I understand the concept of a noob-proof level editor) border tiles can't be changed (to grass tiles for ex)
-if a trunc is over another opened one, apparently you can't open it (you have to move it away before)



Btw, are all blocks unlockable? I more or less passed by the first 3 styles (& it's only the second time I saw the ice stages, but I'm one of those who claim it's way too hard), and I'm missing lots of tiles. But I don't know what's supposed to be unlockable.
I would like trees, gold in wall blocks, brick blocks, etc.
I understand the idea of not spoiling the game by making all blocks available in the editor, but..
« Last Edit: January 10, 2009, 12:52:42 PM by FiaStarta » Logged
Melly
Level 10
*****


This is how being from "da hood" is like, right?


View Profile
« Reply #1210 on: January 10, 2009, 12:44:28 PM »

0.99 bugs:

- If you die or kill yourself in a game, then start a new one, the music will be much louder than it was at the configuration screen. The music will continue to be loud in-game but the one at the menu is still a lower volume. Also, if you press pause/unpause the volume gets back to normal.

- If you're leaning/balancing to the left on a ledge and fire you get hit by your own bullets.

- Some things can still hurt you when you're on the 'going down stairs' animation, like shopkeeper shotgun bullets.

Confirmed fix:

- Shooting at the pots at close range with the shotgun doesn't get you hit by your own bullets anymore.

Performance issues:

- I still experience framerate drops when there's a lot of blood and objects on screen.

- HEAVY slowdown on 'restless dead' levels.
Logged

Feel free to disregard the above.
Games: Minus / Action Escape Kitty
FiaStarta
Guest
« Reply #1211 on: January 10, 2009, 12:46:07 PM »

Quote
made five levels.

I'd try them but I couldn't even spot the files among the truckload of ads, and I closed the whole thing as soon as it opened another browser to show me more crap ads.

You should give a try at google's page creator, if you have a google account. You can skip the page creation & upload files there. No ads. There are surely other non-abusing free places where to upload stuff.
Logged
Neok
Level 0
**



View Profile
« Reply #1212 on: January 10, 2009, 01:09:48 PM »

Bug Reports:

I beat the game using the "alternate costume" (ver 0.99 on the first page). When the character enters the final chamber, that character still has the equipment picked up (usually you'd drop everything at the door before going in). Also, (hover spoiler). (hover spoiler2)
« Last Edit: January 10, 2009, 01:33:44 PM by Neok » Logged
MPZ
Level 0
*


View Profile
« Reply #1213 on: January 10, 2009, 01:36:47 PM »

No complaints here about the difficulty in general but I do feel that the bomb chests can be a little unfair. Maybe if there was a way to check/trigger bomb chests without opening them?
Logged
NMcCoy
Level 1
*



View Profile WWW
« Reply #1214 on: January 10, 2009, 01:44:03 PM »

Game froze while transitioning to the [SECRET AREA]. The previous level was both "dead are restless" and "rushing water", if that might affect anything.
Logged

Every week I make a new game. Go play them.
Pages: 1 ... 79 80 [81] 82 83 ... 305
Print
Jump to:  

Theme orange-lt created by panic