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

Login with username, password and session length

 
Advanced search

878564 Posts in 32928 Topics- by 24337 Members - Latest Member: kellerx25

May 22, 2013, 07:50:13 AM
TIGSource ForumsDeveloperFeedbackSpelunky v1.1 (and Source)!
Pages: 1 ... 236 237 [238] 239 240 ... 305
Print
Author Topic: Spelunky v1.1 (and Source)!  (Read 1048875 times)
JpC812
Level 0
*


View Profile Email
« Reply #3555 on: June 22, 2009, 10:14:25 AM »

Derek:

Great job!  Loving the new build.

Problem...
While adding the "!" to the front of level names has somewhat uncluttered the level listing, it seems to have the unwanted side effect of breaking the user built levels.

To detail, The level entrance and exit door names are now all named incorrectly.

For example, if a level exit pointed to "Temple2", if the name is changed in the directory to "!Temple2" to hide the clutter, the exit now will not point to the correct stage.

I renamed all of the User levels that I DLed to reduce the clutter, now all of them are broken.

Hoping there is a way that this can be remedied without going into each and every user level and renaming all of the entrance/exit doors.

Thanks again
Logged
Fifth
Level 10
*****


yoster_5@hotmail.com
View Profile Email
« Reply #3556 on: June 22, 2009, 11:21:33 AM »

I think it could be neat if you could appease the angered shopkeepers by blowing up a sacrificial altar, going only by the logic that there isn't currently much incentive to go blowing up altars, and you could potentially win the favor of one group by forsaking another.
...Except it would make no sense, as the two groups have absolutely nothing to do with one another, and I'm sure the shopkeepers would have no reason to care how many alters are around.
Logged
googoogjoob
Level 2
**


The Walrus is me.


View Profile
« Reply #3557 on: June 22, 2009, 12:35:13 PM »

I think it could be neat if you could appease the angered shopkeepers by blowing up a sacrificial altar, going only by the logic that there isn't currently much incentive to go blowing up altars, and you could potentially win the favor of one group by forsaking another.
...Except it would make no sense, as the two groups have absolutely nothing to do with one another, and I'm sure the shopkeepers would have no reason to care how many alters are around.

Altars would lose shopkeepers (especially those running bomb shops and kissing booths) business.
Logged
SeanEBlog
Level 0
**


View Profile
« Reply #3558 on: June 22, 2009, 01:12:21 PM »

Found a way to get around the shopkeeper.
Logged
Holammer
Level 0
*


View Profile
« Reply #3559 on: June 22, 2009, 02:03:43 PM »

I just had a decent stab at a CoG run where I had 55 hearts/HP after some hedonistic sacrificing and figuring out how the new thingie worked. Sadly the game crashed, but it was a poor haul anyway.    Hand Shake Left Angry Hand Knife Right
« Last Edit: June 22, 2009, 03:19:36 PM by Holammer » Logged
Dacke
Level 10
*****


I have never been to Woodstock


View Profile
« Reply #3560 on: June 22, 2009, 03:11:08 PM »

If possible, I think it would be a good idea increase the distance things can be from you to be allowed to move. Currently only things very close to you actually move. This is a great way to save processing power, but it has some obvious side-effects. For example: if something falls out of sight and has a trail, you can spot the trail when going down after that item - even if it fell a minute ago. Increasing the distance by just a few tiles would make the illusion much more believable.

As it is now, the enemies freezing is a tangible part of the game. If mummies are just out of sight they stay in place until you want them to move, allowing you to time bomb attacks easier.
« Last Edit: June 22, 2009, 03:14:48 PM by Dacke » Logged

vegan • socialist • atheist • humanist • liberal • FOSSer
programmer • feminist • animal rights activist • pacifist • teetotaller
Glyph
Level 6
*


Your ad here


View Profile
« Reply #3561 on: June 22, 2009, 05:09:21 PM »

Shouldn't the "!" not be visible in the level completion screen? And maybe a door to access the level editor, or at least an onscreen box telling you the controls. Anyway, good job so far.
Logged

Feel visible matter...
Feel invisible matter...
There is life everywhere...
Derek
Bastich
Administrator
Level 10
******



View Profile WWW Email
« Reply #3562 on: June 22, 2009, 05:25:03 PM »

Yeah, it probably shouldn't display the "!" during the transition.  Good call!

If possible, I think it would be a good idea increase the distance things can be from you to be allowed to move. Currently only things very close to you actually move. This is a great way to save processing power, but it has some obvious side-effects. For example: if something falls out of sight and has a trail, you can spot the trail when going down after that item - even if it fell a minute ago. Increasing the distance by just a few tiles would make the illusion much more believable.

As it is now, the enemies freezing is a tangible part of the game. If mummies are just out of sight they stay in place until you want them to move, allowing you to time bomb attacks easier.

Yeah, I may tweak that.  It's challenging to test for all the cases that a change like that would affect, however.  For v1.0 I'll probably concentrate on ironing out what I've got rather than making significant changes to how the game works.

I just had a decent stab at a CoG run where I had 55 hearts/HP after some hedonistic sacrificing and figuring out how the new thingie worked. Sadly the game crashed, but it was a poor haul anyway.    Hand Shake Left Angry Hand Knife Right

Any idea what you did that caused the crash?  Where were you?

I thought I'd posted a comment today.  It was about the parachute not deploying when needed, which I wasn't sure was a new bug because there weren't as many situations in which drop-hanging was necessary in the last build.

I'm not sure about the new item prices and crate value.  The great thing about power-up items in 8-bit games was that they completely changed your play style.  It was like transforming into a totally different character, Mega Man being the best example, fire flower and tanuki suit Mario being probably the most popular examples.  I'd just started using the web gun before this new build, and it got me thinking about how items could be better--and, since items were rare and can only be held one-at-a-time, they could change play style like the great retro games.  Now it seems like an item bonanza, like you should always have items.  The game used to be focused towards winning without any items.  (This isn't coherent, but it's my impression.)

My feeling towards the altars changed after several hundred plays.  I had viewed them as a radical shift in tone (and they were), based on the difference between my initial feeling and my feeling after they were introduced.  Maybe easy item access will go the same way.

I feel like difficulty has been lost.  Like there should be new enemies to go with the new abundance of items.  I've lost the sense of a beginner player, but I feel like I've used cheat codes in this new build.  There are so many more bombs available (which were previously only available through killing shopkeepers or using the altars).  I feel like there should be some viable threat to justify those bombs, like enemies that throw things at you and you can intercept their projectiles with your own.  (This is off the top of my head, but it's true insofar as it's what I've thought while playing.  I don't know if it's a great idea to implement.)

I still haven't explored all of the new changes, so don't take this as my final word.  I'm just offering feedback as it comes to me.

Good feedback!

I agree the game is getting easier with each update, although I'm not consciously trying to make it easier - I'm just trying to improve how it plays.  And if it gets a little easier because of that, I'm cool with it.  The reason why I was and am so stubborn about adding difficulty levels is because imo it's just a cheap way of appeasing more players.

Not saying the game isn't TOO easy now, only that I think the improvements are going in the right direction, and a lot of the drop in difficulty is due to the game being more natural to play.  And the items ARE meant to be gotten fairly frequently... I want them to be special but I want people to feel like they're free to experiment with them, too.  Ideally, though, there may be some kind of special achievement for beating the game without using any of them.  And maybe an even more special achievement if you don't use bombs or rope (assuming I finally make that possible each run)!

Also, it sounds like you're at a very high level of play... I'm curious how a newer player finds it!

Getting hurt by spider has 1/64 chance of you becoming Spider-Man or his Spelunkey equivalent.

You can already become Spider-Man: just get the gloves and the web gun. Corny Laugh

Also:



Wow, holy shit, dayumn, Shocked, etc.!
Logged
Hyudra
Level 0
**



View Profile Email
« Reply #3563 on: June 22, 2009, 07:05:38 PM »

I was just passing by a brothel, there was an arrow trap facing the damsel.  I had to activate it to get down there, it shot the damsel.  Shopkeeper had something interesting to say:

"Hey, only I can do that!"
Logged
Bood_War
Level 10
*****


LORD OF AUTOMOTONS


View Profile
« Reply #3564 on: June 22, 2009, 07:18:53 PM »

I hate you so much Derek.  Cry
3277 Plays
3276 Deaths...
 Cry
Logged

Groktar the Destroyer
Your mother's a communist.
Droqen
Level 10
*****


aka nick fury


View Profile WWW Email
« Reply #3565 on: June 22, 2009, 09:06:55 PM »

I wish I didn't feel so safe around skeletons. Would be interesting if over time more of them became living but still down randomly if you're far enough away (so you would decapitate all skeletons just to feel safe  Evil)

But, uh, you know.
I LOVE Spelunky Kiss
Must try this new update I just noticed instead of sleeping.
Logged

SeanEBlog
Level 0
**


View Profile
« Reply #3566 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.
Logged
NMcCoy
Level 1
*



View Profile WWW
« Reply #3567 on: June 23, 2009, 12:35:34 AM »

I love the new machete behavior - it's incredibly satisfying to wield, enough that I'd now gladly carry it over the pistol.   Hand Thumbs Up LeftGrin:handknifeR:
Logged

Every week I make a new game. Go play them.
JpC812
Level 0
*


View Profile Email
« Reply #3568 on: June 23, 2009, 03:47:08 AM »

Shouldn't the "!" not be visible in the level completion screen? And maybe a door to access the level editor, or at least an onscreen box telling you the controls. Anyway, good job so far.

Did I miss something?  I can't play the "!" marked levels because they are not visible if named as such, and as I posted previously, all levels made prior to 0.99.9 are not working due to level entrance/exit doors not being labeled with the "!"

Derek:

Not meaning to be repetitive, just didn't know if you saw my previous mention of it since you made no reference to it in your post.

Don't get me wrong, please.  I am not pressuring you to fix it, I just wanted to be sure you assimilated the feedback.

Again, Great game.  I suck and haven't even gotten close to finishing, but I still love every minute of it.

Thanks!  Wink Hand Thumbs Up Right
Logged
Bood_War
Level 10
*****


LORD OF AUTOMOTONS


View Profile
« Reply #3569 on: June 23, 2009, 08:02:51 AM »

I will be doing Spelunky speedruns here at random times! So far, my best has been level 9 at 2 min 39 sec but my FUCKING FAT AMERICAN FINGERS ACIDENTALLY HIT F1!!!  Lips Sealed
Logged

Groktar the Destroyer
Your mother's a communist.
Pages: 1 ... 236 237 [238] 239 240 ... 305
Print
Jump to:  

Theme orange-lt created by panic