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JpC812
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« Reply #3645 on: July 02, 2009, 05:25:09 AM » |
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Minor bug:
In a user created level, a random item is embedded in the indestructible rock surrounding the level.
I have a screenshot of this, but no way to link it yet. The climbing gloves randomly spawned in the bottom rock of the level. They can be seen due to having the Spectacles, but they can not be bombed or mattocked out.
Not a huge problem, but thought it might be worth mentioning.
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MangoDjango
Level 0
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« Reply #3646 on: July 02, 2009, 09:28:39 AM » |
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joyconfig is still broken for me.
the pad is found, but button presses are not recognized.
whats most annoying, that it worked in older versions, and 99.8 introced the broken joyconfig ;(
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Gryphon
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« Reply #3647 on: July 02, 2009, 12:38:27 PM » |
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We really should be able to carry all of our items in an inventory, and switch between them using the switch button that's already there. Having to bring a shotgun, Damsel, and Golden Head to an exit gets pretty annoying...
I mean, classic roguelikes allowed it, of course, and the inventory's already there. It just doesn't make sense to restrict the player to carrying one item at a time. The only thing you shouldn't be able to "stow" should be a Damsel.
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Lanceran
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« Reply #3648 on: July 03, 2009, 12:04:05 AM » |
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We really should be able to carry all of our items in an inventory, and switch between them using the switch button that's already there. Having to bring a shotgun, Damsel, and Golden Head to an exit gets pretty annoying...
I mean, classic roguelikes allowed it, of course, and the inventory's already there. It just doesn't make sense to restrict the player to carrying one item at a time. The only thing you shouldn't be able to "stow" should be a Damsel.
In addition to this, to keep things balanced, how about allowing the player having only one particular gear item - either spiked shoes or spring shoes, pitcher's mitt or climbing gloves, jetpack or cape, etc
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JLJac
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« Reply #3649 on: July 03, 2009, 01:09:06 AM » |
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The juggling of equipment/damsel/treasure is a game design choice that's pretty good according to me. You have to prioritize, and interesting situations occur because of this. It would be to easy and straight forward if you could just stash away stuff in an infinite inventory. Maybe there could be a "bag" item though, that allows you to have one other item, such as a weapon or golden idol, stashed away while you're holding something else in your hands 
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Gainsworthy
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« Reply #3650 on: July 03, 2009, 04:09:46 AM » |
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Lanceran. I must know. Where is that Bear from? Every time I see it, I hear distant crazy music and get a faint but distinct feeling of the after-effect of heavy laughter. You know, like I've run till I'm spent, but... happy. Anyway, yeah. Spelunky. 
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Reed1000
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« Reply #3651 on: July 03, 2009, 04:18:15 AM » |
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The juggling of equipment/damsel/treasure is a game design choice that's pretty good according to me. You have to prioritize, and interesting situations occur because of this. It would be to easy and straight forward if you could just stash away stuff in an infinite inventory. Maybe there could be a "bag" item though, that allows you to have one other item, such as a weapon or golden idol, stashed away while you're holding something else in your hands  He should have a pocket and a space under his hat to stow his precious candy corn- I mean items
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Caio
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« Reply #3652 on: July 03, 2009, 05:37:52 AM » |
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Lanceran. I must know. Where is that Bear from? Every time I see it, I hear distant crazy music and get a faint but distinct feeling of the after-effect of heavy laughter. You know, like I've run till I'm spent, but... happy.
In case you're serious, it's Colin's Bear Animation.  
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MisterX
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« Reply #3653 on: July 03, 2009, 05:47:32 AM » |
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Especially in combination with the "time limit" of each level juggling the items makes sense. Just recently I tried to get a shotgun, an idol and a girl to the exit, when suddenly the music started to slow down. It took me quite a while to get along, and then I just had to leave the girl behind and stick to my precious shotgun :D But, I guess the problem is that usually I'd also want to get everything to the exit, and most of the times it works. Yet, even though it works, it's not really that much fun. So, I'd say that being able to at least stash a single item would be a nice compromise. I think this is especially true when I have that pickaxe. I don't find it particularly useful, so when I already have a weapon I usually don't want to drag it along with me by juggling the two, but I'd love to be able to still carry it with me without much of a hassle. Apart from the girl also the idol could be made "unstashable", so as to keep the dynamic of prioritizing one over the other at times.
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Gainsworthy
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« Reply #3654 on: July 03, 2009, 06:22:08 AM » |
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Lanceran. I must know. Where is that Bear from? Every time I see it, I hear distant crazy music and get a faint but distinct feeling of the after-effect of heavy laughter. You know, like I've run till I'm spent, but... happy.
In case you're serious, it's Colin's Bear Animation.   THANK YOU! THANK YOU SO MUCH! Brilliant slice of Internet.
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William Broom
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« Reply #3655 on: July 03, 2009, 06:24:58 AM » |
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Lanceran. I must know. Where is that Bear from? Every time I see it, I hear distant crazy music and get a faint but distinct feeling of the after-effect of heavy laughter. You know, like I've run till I'm spent, but... happy.
In case you're serious, it's Colin's Bear Animation.   oh my god that is amazing
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Brachen
Manbaby
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« Reply #3656 on: July 03, 2009, 08:44:52 AM » |
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Is it just me, or has the game's memory usage gone way up with the latest build? I mean, before I could play the game without a problem, but now everytime there is too many things moving (blood seems to be worst) it results in a lagging game.
Also, as I tried playing dice, the shopkeeper decided that I'm trying to steal the dice and shot me. And I was in the middle of the shopping platform. Some random bugs.
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MagFlare
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« Reply #3657 on: July 03, 2009, 09:00:00 AM » |
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I hope the final build corrects the one problem that's been plaguing Spelunky from the beginning: it just doesn't look like a modern game. I've taken the liberty of mocking up an improved concept for Spelunky's visuals, complete with desaturated colors, specular highlights, bloom, lens flares, and a graininess filter over the whole thing to make it look more realistic.  I think we can all agree that this would allow Spelunky to compete with today's hits like Gears of War and Killzone. Derek, if you're reading this, I'd also like to bounce some ideas off you about a new design for the Spelunker himself - a bald space marine in powered armor, equipped with a power drill that's also a flamethrower. Let's talk. 
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Burr
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« Reply #3658 on: July 03, 2009, 10:43:05 AM » |
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I am playing this on a netbook with a 1024x600 resolution. I can't see the tutorial messages at the bottom of the screen, nor can I see the character when he drops down halfway through the tutorial. This persists even when I F4 to make it windowed. I had this issue with my GM games as well, when the view port is larger than the resolution, weird distortions happen.
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JaJitsu
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« Reply #3659 on: July 03, 2009, 05:35:38 PM » |
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I can't tell if MagFlare is kidding or not.
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