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Gryphon
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« Reply #3720 on: July 13, 2009, 02:55:10 PM » |
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- Will it be possible to port Spelunky to other systems once you released the source code? I'm thinking of game consoles, namely the Nintendo Wii. As far as I know, the Wii can be programmed for using C++, but I'm no programmer... Take a look at http://www.wiibrew.org, there should be all the info you might need, including an IDE for development for the Wii...
Spelunky was made in Game Maker. I'd imagine it would be a headache getting it on consoles... 
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MagFlare
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« Reply #3721 on: July 13, 2009, 08:22:52 PM » |
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Spelunky was made in Game Maker. I'd imagine it would be a headache getting it on consoles...  Might be worthwhile, though. I was just reading an article on The Escapist which basically heralds Spelunky as the Second Coming - and not incorrectly, I think. If ported to the DS, WiiWare, or XBLA, Spelunky could be huge outside the boundaries of the indie PC gaming scene.
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ortoslon
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« Reply #3722 on: July 14, 2009, 03:14:46 AM » |
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bug: some items are in the level border (can be seen there with spectacles)
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justbanter
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« Reply #3723 on: July 14, 2009, 07:45:38 AM » |
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Is it possible to run Spelunky via Parallels on a white macbook? When I try running it the loading image appears, but the program quits after the image fades.
Any insights as to why this is happening would be much appreciated, thanks!
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« Last Edit: July 14, 2009, 07:52:58 AM by justbanter »
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Grif
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« Reply #3724 on: July 14, 2009, 08:16:18 AM » |
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Gamemaker doesn't like anything but Windows.
Blame GM, not Yu.
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Wow, holy shit, dayumn,:O, etc.!
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Gryphon
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« Reply #3725 on: July 14, 2009, 08:18:02 AM » |
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Spelunky was made in Game Maker. I'd imagine it would be a headache getting it on consoles...  Might be worthwhile, though. I was just reading an article on The Escapist which basically heralds Spelunky as the Second Coming - and not incorrectly, I think. If ported to the DS, WiiWare, or XBLA, Spelunky could be huge outside the boundaries of the indie PC gaming scene. Yes, I agree with you. I would love seeing something like an XBLA port. PSN would be a pain in the ass; as much as I love the PS3, it's freakin' impossible to develop an indie game on there. However...unless some multiplayer or expanded content/modes were added, I'd stick with PC version...I'm just so used to it. I have way more control over the keyboard than I would with a controller (at least, in this game that's the case)
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dariusk
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« Reply #3726 on: July 14, 2009, 08:19:37 AM » |
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Yes, I agree with you. I would love seeing something like an XBLA port. PSN would be a pain in the ass; as much as I love the PS3, it's freakin' impossible to develop an indie game on there. A DS port would mean the end of my life as I know it.
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NinjaN
Level 0
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« Reply #3727 on: July 14, 2009, 09:06:53 AM » |
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I originally asked about the possibility of a port because I'm sure I read about that somewhere... Can't really find it, though.
Spelunky on the DS...?
O M G
!
I'd travel anywhere per train just to be able to play!
And on this very topic: I know homebrew on the DS is possible and in fact quite good. I just don't know how difficult it is to develop for...
And Derekt, if you EVER port Spelunky to the DS, please don't use the touch screen for some gimmicks! Use it if it makes sense, otherwise use it as a normal screen, please!
NinjaN
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Kegluneq
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« Reply #3728 on: July 14, 2009, 11:17:11 AM » |
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However...unless some multiplayer or expanded content/modes were added, I'd stick with PC version...I'm just so used to it. I have way more control over the keyboard than I would with a controller (at least, in this game that's the case)
Multiplayer  Although I am thinking of making a multiplayer mod once Derek releases the source code.
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X-reX
Level 0
Don't read my personal text! its personal!
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« Reply #3729 on: July 14, 2009, 12:17:11 PM » |
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I love this game. Absolute fun.
Is derek still reading here? because i have some suggestions:
-When rocks fall after hitting a monster they sometime hit me, and that is not fun. I think it would be more fun if when they hit something they slow down a bit, that way the movement will be more predictable and easier to avoid. -Before cavemen wake up the stars above their heads should flicker in my opinion. If I'm messing with them, I would like to be able to tell when they wake up. -Some key making a value for gems screen appear might help me figure out how to use bombs easier. Althrough, that will add another key and make the game a bit more complicated, I'm not sure it is a good idea. However, if it will be some sort of an inventory screen as well, in which you can convert items for money (unless there is a shop for selling stuff I didn't get to yet), for me it sounds like a lot of fun. (I was thinking about doing some sort of transaction of items in shops, and selling items I got in dice games I don't like)
Derek, if you are reading this: I LOVE YOU FOR MAKING THIS! this sort of game is something I was fantasizing about making when I have the time... Something easily controlled, without any strong story, and with fun gameplay.
Edit: Almost forgot to tell about a little bug, when a cracked jar is thrown and is not blown up, it turns into a full jar.
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« Last Edit: July 14, 2009, 12:31:15 PM by X-reX »
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Read the above comment with caution.
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Tinyboss
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Math and game nerd
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« Reply #3730 on: July 14, 2009, 02:17:29 PM » |
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This game is just FAN-FREAKING-TASTIC!!
I love it because it engages my brain so much. You have to be THINKING to do well in Spelunky. I've found myself making rules, like "don't take any risk if it's only money", "don't throw pots unless killing a spider or tripping a trap", etc. Every time I lose a heart I think about why it happened (it's ALWAYS my fault, which is awesome). If it was because I broke one of my own rules, I take a break to let my brain rest. Otherwise, I consider how I will avoid getting hurt that way in the future. I've never played a game that I can engage with in such a complex way, outside of roguelikes.
My wife saw me playing it and asked, "could you make this game, sweetie?" I told her, "Well, I could program it, but the game design is an absolute masterpiece". I can't praise this game enough!
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Kegluneq
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« Reply #3731 on: July 15, 2009, 01:23:00 PM » |
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Indeed. Derek is a genius.
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KY
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« Reply #3732 on: July 15, 2009, 03:55:33 PM » |
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I'm sorry if this has been brought up before, but I'm starting to get really frustrated trying to get the saving damsels gold trophy... Correct me if I'm wrong about any of this. From my experience, it seems she spawns twice per area, totaling 8 damsels (which is needed for the gold). I've been trying at it for a while, with only one close run, which I had 7 saved by level 15 (got lucky and bought a jetpack in the second level). Right as I started level 15 I could see her, standing on the edge of a small cliff just above a lava pit, along with a cultist. As I approach, the cultist goes aggro, does something to cause the damsel to panic, and she runs off right into the lava pit. I probably should have bombed next to the lava to get rid of it, but that thought didn't hit me at the time (I must have panicked since I was so close)... Since then, the scenario in the following picture has happened THREE TIMES now:  There has to be SOMETHING that can be tweaked to make this slightly easier, right now it's just seeming to be impossible. If you get the wrong level layout, it's very probable you'll miss the damsel in the level entirely. Maybe make the trophy for health gained (which would compliment the enemies killed trophy nicely), or make the damsel appear more often? Or maybe someone more experienced could give me some insight to make this easier?
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johnnoz
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« Reply #3733 on: July 15, 2009, 04:28:53 PM » |
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hmm, this doesnt really help your problem but I managed to get 8 by early in the ice levels, and previous 'failed' attempts got close to this. Really just a luck thing it seems, but i do agree that there should be a check in the level generation to not put damsels, and really any creature, in an 'insta-death' situation.
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Decimos
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« Reply #3734 on: July 15, 2009, 04:32:43 PM » |
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I've got to say I really, really like this game, alot.
As far as ideas, maybe...um...more damsel variety! With slight variations in the effect, or maybe having them match the themes, like a jungle woman for the forest levels, or maybe some kinda...demon woman when you're further down in the ruins, who either pummels you with kisses, or perhaps eats you if you let her accumulate too much damage. Just brainstorming.
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