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878562 Posts in 32927 Topics- by 24337 Members - Latest Member: kellerx25

May 22, 2013, 07:42:42 AM
TIGSource ForumsDeveloperFeedbackSpelunky v1.1 (and Source)!
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Author Topic: Spelunky v1.1 (and Source)!  (Read 1048874 times)
NMcCoy
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« Reply #1275 on: January 11, 2009, 05:54:02 PM »

Argh. Another freeze on the transition screen before the Black Market, on one of my best runs yet. :/ (had 4 hearts and 80,000 gold). Gonna try a clean reinstall before playing any more.
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Derek
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« Reply #1276 on: January 11, 2009, 06:29:53 PM »

When you say "freeze" what do you mean, exactly?  At what point in the transition does it freeze?  Also, did this only start happening with v0.99?
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« Reply #1277 on: January 11, 2009, 06:34:47 PM »

Hey Derek, random idea that was getting tossed around in IRC: What if, in dark levels, Cavemen carried flares (or torches or whatever). That way, you're not COMPLETELY boned if you end up running out of flares, and it makes the levels a little more interesting I think. Also, you might consider changing the quick-bomb key so that pressing it selects and arms the bomb and releasing it throws it. Just a couple things to think about.

Thanks for a great game!
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trojanbeaver
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« Reply #1278 on: January 11, 2009, 06:59:55 PM »


Damsel is much tougher than caveman... seems to be able to take infinite falls/hits apart from instakills. I really think this should change especailly as damsel is currently a really good throwing weapon (even when as a dead body?) which is weird.

She definitely gets hurt by other attacks.  Use her as a meat shield against arrow traps over and over, or let her suffer enough statue-spike stabs, and you will have the heartbreaking experience of watching her "dazed" star go out.  It just looks harder to kill her because enemies don't stomp on her like you stomp on cavemen (I also don't know if she suffers fall damage).  I imagine that someone could make a custom level to test this more carefully.

--Delmion

So I ran with Delmion's suggestion about a custom level to test the damsel's durability/mortality. I set up two stacks of arrow traps towering from the floor all the way almost all the way up to the ceiling.

first i tested it with the hero (not carrying the damsel). here is the horrific screenshot of the hero dying spectacularly in a cloud of his own gore from being killed by two arrow hits from opposite directions at the VERY FIRST pair of arrow traps:


here is the heartbreaking screenshot of the hero's remains at the bottom of the arrow death pit:


I then experimented with a damsel   BegGentleman. here is the astounding screenshot of the damsel up and running happily (sort of, relatively speaking) about, hale and hearty, after being thrown down same arrow death pit:


(I also threw the damsel to the floor from a great height (using a jetpack) repeatedly 10 times (using the pit-o-death arrow-free version you can see on the right of the screenshots)... she was still okay at the end of it, though by the 10th time, the hero was dead from too many jetpack misjudgements/falls





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William Broom
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« Reply #1279 on: January 11, 2009, 07:10:21 PM »

I made a level sharing thread:
http://forums.tigsource.com/index.php?topic=4280.0
 Shrug absolution of guilt smiley
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NMcCoy
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« Reply #1280 on: January 11, 2009, 07:30:01 PM »

When you say "freeze" what do you mean, exactly?  At what point in the transition does it freeze?  Also, did this only start happening with v0.99?
In the "level finish" screen. You know how if you press the whip button a couple times during that screen, it'll stop the animation briefly while loading the next level? I pressed the button, it did that, and it never continued. I haven't noticed it before 0.99.
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« Reply #1281 on: January 11, 2009, 07:41:16 PM »

I fell from the top branch of a "very tall" tree, and died upon hitting the bottom:



Is that normal?


Also, I had some gripes about the boss.  Namely, that you have to watch it die for it to actually die.  The first time I got to him, I created hy own shaft for him to fall down using bombs (I had just enough), and was annoyed that I had to keep climbing down its ledge (with my gloves and cape) to watch him sink a little further in the lava.  Ultimately, I ended up clinging beneath an overhang to see the final bit, and was unable to get back out.

Mind you, that scenario's not likely to happen to people, but I think the boss should be somehow exempt from inactivity while offscreen when he's dying.


That said, this game is awesome, and have been hooked on it for the past week or so to the extent that I'll see levels when I close my eyes.
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Sinfang
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« Reply #1282 on: January 11, 2009, 08:21:40 PM »

I just found this game a few days ago and I was horribly addicted from the start.  Also, assume there's a manual somewhere?

However, gripes and bugs.

I keep getting wounded going down ladders.  My character builds up speed and I take damage even on a very short drop.

Does the machete actually do anything?  If so, could you consider making it an 'upgrade' to the whip, instead of something you need both hands to carry?  Weapon+idol+damsel in distress=headache.
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Melly
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« Reply #1283 on: January 11, 2009, 08:33:54 PM »

A friend of mine played this for the first time today and had some feedback to give:

- He seemed somewhat annoyed by the blood explosion resultant from the death of most enemies. He seemed to be annoyed by the ammount of it. Though I personally am not sure why he'd think so.

- He dislikes having to press up+action to open all chests. He wished he could just whip them open like the pots. He also mentioned, and I agree, that ropes and bombs should be picked up automatically as you walk over them just like gold and jewels, since there's no situation in which you wouldn't want to (unlike items, which should be kept the same way as you don't always want some items).

- He finds the game awfully newbie-unfriendly. He says that the tutorial isn't helpful enough (he didn't say how it could be improved, but I'm assuming that it just didn't prepare you for the harshness of the game itself). And he says the game's too hard, though I'm at odds with him in this aspect, as for me the difficulty is part of Spelunky's flavor. He does suggest different difficulty modes, though I'm personally against that.

- He says a lifebar would be better than a strict 4 health points, but that goes into the "too hard" kind of thing.

Either way, I agree with him on the newbie-friendlyness, though I'm not certain as to how you'd improve it.

Also, I too have been victim to some odd events of falling just a small distance really fast. And boulders have killed me when they were still on top of gaps.
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« Reply #1284 on: January 11, 2009, 08:35:44 PM »

I've just had a hang. I was at the end of level six, few squares away from the exit door. There were two of those totem pole spike traps next to it so I decided to play it safe and bomb my way through. The bomb revealed a second, mysterious exit door, so I obviously took it. The game hung at the transition between levels. I should note that I was frantically pressing the buttons on my gamepad to get to the next level, as I do every other time.
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TimrodDX
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« Reply #1285 on: January 11, 2009, 08:44:50 PM »

The white diamonds are obtainable in-game by having the ghost pass through a gem.
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« Reply #1286 on: January 11, 2009, 08:51:02 PM »

The white diamonds are obtainable in-game by having the ghost pass through a gem.

. . .

Dude, that's awesome.  Spirit-capturing gems!

(Now if only you could defeat a ghost that way . . . )
« Last Edit: January 23, 2011, 01:01:30 PM by Sir Knight » Logged

Neddo
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« Reply #1287 on: January 11, 2009, 09:30:18 PM »

So I finally got inside the golden door in Area 4 and I have to say, that wasn't really what I was expecting to find on the other side.  I can see how it would be useful, though, if you had enough of a certain item.

I also discovered a fun secondary use for the item that allows you to enter that door: SPOILER
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RileyVace
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« Reply #1288 on: January 11, 2009, 09:51:32 PM »

Hey just wanted to thank you Derek for making such an awesome game!
I really am addicted and I finally beat teh boss, but had no ropes to get back out of the shaft he'd created... I think you have to return to ground level afterwards?

Eitehr way It's still tremendous fun, a few bugs I've had are the typical ones mentioned, falling from 1 square drop and dieing. I did have it at one poitn where I'd activated the boulder after grabbing the Idol in the first zone, approaching said boulder after it had stopped, climbing onto it, but not being able to uncling off of it's edge, and when i finally managed to, I was killed and sent flying?
I think the game thought I'd been squashed or something.
I was holding the Idol I think (If that makes any difference)...
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« Reply #1289 on: January 11, 2009, 10:04:09 PM »

Hey, I'm guessing this has mentioned but on the off chance it hasn't in the last 89 pages, I get stuck running a lot when Jumping and running. I get unstuck only when I press the same direction. So, run left, jump, stuck moving left, press left, and I stop moving. I think i'm letting go of jump and move at the same time maybe, but it's hard to tell.
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