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879627 Posts in 32994 Topics- by 24374 Members - Latest Member: Krall

May 24, 2013, 01:25:10 PM
TIGSource ForumsDeveloperFeedbackSpelunky v1.1 (and Source)!
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Author Topic: Spelunky v1.1 (and Source)!  (Read 1049571 times)
Yomi
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« Reply #1515 on: January 16, 2009, 12:47:36 PM »

Bug:  You know how you can hold a ledge and press down and jump to just fall straight down?  If you hang on a ledge underwater and try to do that, you will jump up normally insteading dropping down.  It has to be a ledge submerged in water, not the ledges on either side of the pool of water.
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godsavant
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« Reply #1516 on: January 16, 2009, 01:01:33 PM »

I don't know if this has been brought up yet (most likely it has), but the ghosts can get annoying; while I don't agree with removing them altogether, since they serve as a surrogate time limit, I would like the option to turn them off , allowing for increased exploration and strategy. After several ghost-related deaths, I became so afraid of them that I simply rushed through the fastest routes to the exits (bombing out shortcuts through the floor if necessary) in sheer terror, and not bothering to collect any treasure that wasn't staring me in the face.

I'm aware, of course, that this game is supposed to be a roguelike, for you sick masochist deviants out there.
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Valter
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« Reply #1517 on: January 16, 2009, 01:07:33 PM »

I don't know if this has been brought up yet (most likely it has), but the ghosts can get annoying; while I don't agree with removing them altogether, since they serve as a surrogate time limit, I would like the option to turn them off , allowing for increased exploration and strategy. After several ghost-related deaths, I became so afraid of them that I simply rushed through the fastest routes to the exits (bombing out shortcuts through the floor if necessary) in sheer terror, and not bothering to collect any treasure that wasn't staring me in the face.

I'm aware, of course, that this game is supposed to be a roguelike, for you sick masochist deviants out there.
With even the slightest bit of practice, you'll find that the ghosts can be evaded easily. I can beat any level in any area in less than 20 seconds if I'm really trying. It usually takes me 1:30 to finish levels if I'm trying to grab absolutely everything, and that's thirty seconds before the ghost arrives.

Is there anything specifically that you think is slowing you down? Are you having trouble with enemies, or traps, or just general pacing?
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Capt. Zeroth
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« Reply #1518 on: January 16, 2009, 01:23:03 PM »

I thought of another idea!

GOLDEN EGGS

They would just like golden/ice idols, except they break if it or you take any damage.
Great challenges for custom levels.
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Hempuli‽
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« Reply #1519 on: January 16, 2009, 01:30:39 PM »

I suggest for a whole new world:

ATLANTIS: The sunken city

There would be very many great clichés to use, like a giant squid, hostile atlantians, a sunken submarine and water mines? :D I loved the jungle water event, but it'd be very cool to have an entirely water-based cave, with only some small caves filled with air. There could also be a great Idol trap: CTHULHU!
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Valter
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« Reply #1520 on: January 16, 2009, 01:39:45 PM »

I suggest for a whole new world:

ATLANTIS: The sunken city

There would be very many great clichés to use, like a giant squid, hostile atlantians, a sunken submarine and water mines? :D I loved the jungle water event, but it'd be very cool to have an entirely water-based cave, with only some small caves filled with air. There could also be a great Idol trap: CTHULHU!
The main problem with that is underwater maneuvering, which is currently a bit too awkward to support something like that.

It would work if you could have some item that you hold onto for only that area, like a lead weight, that lets you drop more quickly while underwater. That would be cool.
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hydrophoenix
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« Reply #1521 on: January 16, 2009, 01:41:20 PM »

I don't know if this has been brought up yet (most likely it has), but the ghosts can get annoying; while I don't agree with removing them altogether, since they serve as a surrogate time limit, I would like the option to turn them off , allowing for increased exploration and strategy. After several ghost-related deaths, I became so afraid of them that I simply rushed through the fastest routes to the exits (bombing out shortcuts through the floor if necessary) in sheer terror, and not bothering to collect any treasure that wasn't staring me in the face.

I'm aware, of course, that this game is supposed to be a roguelike, for you sick masochist deviants out there.

I can agree with this, it would be nice to have an option, but obvious issues arise with that, having a drastic down-side to turning it off might balance it a little like no high scores are registered at all while it's turned off or something, just to have the option of a really leisurely pace and different play-style, for exploration purposes and being able to thoroughly explore maps and lugging many items back and forth along with you.
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trojanbeaver
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« Reply #1522 on: January 16, 2009, 01:46:22 PM »

can we not just have a (somewhat hard) way to kill ghosts ? (like the pterodactyl in Skirmish)?

I don't know if this has been brought up yet (most likely it has), but the ghosts can get annoying; while I don't agree with removing them altogether, since they serve as a surrogate time limit, I would like the option to turn them off , allowing for increased exploration and strategy. After several ghost-related deaths, I became so afraid of them that I simply rushed through the fastest routes to the exits (bombing out shortcuts through the floor if necessary) in sheer terror, and not bothering to collect any treasure that wasn't staring me in the face.

I'm aware, of course, that this game is supposed to be a roguelike, for you sick masochist deviants out there.

I can agree with this, it would be nice to have an option, but obvious issues arise with that, having a drastic down-side to turning it off might balance it a little like no high scores are registered at all while it's turned off or something, just to have the option of a really leisurely pace and different play-style, for exploration purposes and being able to thoroughly explore maps and lugging many items back and forth along with you.
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Keilden
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« Reply #1523 on: January 16, 2009, 01:48:13 PM »

I always assumed the little golden scarabs were the upside for the dark levels, but I might be wrong, I tend to do the same and just scurry through the dark levels as quick as possible.

Oh, do the scarabs drop gold? I just saw them and thought "Oh great, more monsters" and rushed through as fast as I could.

They are gold, touch them and you get money.
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raigan
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« Reply #1524 on: January 16, 2009, 01:54:28 PM »

Bug to report: second or third level was dark, lit a flare and found I was in the recurring "small enclosed space with two pushable blocks at ground-level", tried to push one (while holding a flare) and died (apparently crushed myself) after pushing it half a tile's distance.

Sorry if this has already been reported, I've read about 50 pages of comments but it's getting a bit crazy.. perhaps some sort of bug-list? Anyway.. man. This game is so good it's depressing.
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vdgmprgrmr
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« Reply #1525 on: January 16, 2009, 01:55:28 PM »

A few more suggestions.

I think it'd be cool to have the door before a level transition (door to level 5, door to level 9, etc.) have some things around it to reflect the next area. So the door to the jungle might have some vines growing out of it and have grass or vines in surrounding tiles, and the door to the ice area would have bluer tiles around it have ice hanging from tiles above it.

Next, I want to agree very much that the machete should replace the whip. And you should whip away from a wall when hanging from it, because whipping into a wall is pointless.

Arrows sticking into walls and acting as small ledges would be awesome.

Would it be possible to allow the creation of new worlds with the level editor? You could just have them make a tileset, then add a way to make new "parts" for the levels (unless it's already possible). Then you could add a door to the main menu that leads to a place with three doors, each of which with user-made caves in it. That way, instead of the classic, "Cave, Jungle, et cetera et cetera" players could make a mode with "Jungle, Watery Cave, ATLANTIS." They could even make different sprites for enemies, and just add certain behavior patterns to them to make specialized monsters.

I might be getting out of control here, though...
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NMcCoy
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« Reply #1526 on: January 16, 2009, 01:57:30 PM »

Minor feature request: a shotgun-cocking sound as a cue for when the shotgun can be fired again.
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Fifth
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« Reply #1527 on: January 16, 2009, 02:07:03 PM »



I can't explain what happened here, 'cause I really don't know.

I was running around in this dark level, holding my flare, equipped with cape and gloves (and quite pleased with the fact).  When jumping up the vines and onto the ledge in the picture, I acquired a monkey, and so began to mash the attack button to try and kill it.  The monkey died (I think), I dropped my flare, and landed, in some sort of stuck state.
I was in a constant whip-animation cycle (complete with rapid whip sounds whenever the hand was extended), except with no whip.  Every time the animation finished, it'd just start up again.  I couldn't move.

I did eventually bring out a second flare by mistake, but it didn't change anything.
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raigan
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« Reply #1528 on: January 16, 2009, 02:23:51 PM »

Another bug report, this has happened twice so far: throwing a rope up past an arrow trap has NOT triggered it (causing me to assume it was already triggered and then getting shot). In both cases I was right next to the trap horizontally (i.e in the column of tiles left/right of the trap) and threw the rope straight up.
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Jadarok
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« Reply #1529 on: January 16, 2009, 02:40:12 PM »

BUG REPORT: Not sure if this has been mentioned but but when I hit escape and pressed F1 to Die, when the game reset the volume got MUCH louder. Like oh crap I'm gonna wake the neighbors loud.
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