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1075789 Posts in 44142 Topics- by 36115 Members - Latest Member: Judy14Waller

December 29, 2014, 04:14:40 AM
TIGSource ForumsFeedbackPlaytestingSpelunky v1.1 (and Source)!
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Author Topic: Spelunky v1.1 (and Source)!  (Read 1234706 times)
Hayden Scott-Baron
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also known as 'Dock'


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« Reply #380 on: December 28, 2008, 03:39:22 PM »

 http://www.deadpanda.com/lj/spelunky-error1.png
 http://www.deadpanda.com/lj/spelunky-error2.png

Couple of reports from the same bug, which seemed to cycle indefinitely before crapping out.
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Levin
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« Reply #381 on: December 28, 2008, 04:01:45 PM »

Not a bug. Smiley

I will never steal something again.... I swear  Shocked



(just sometimes)
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William Broom
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formerly chutup


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« Reply #382 on: December 28, 2008, 05:03:12 PM »

Quote
Oh, and why does the Cape vanish upon room exit?
I wondered about the same. I only found it once, so I couldn't figure out what it actually does, if anything (I was so, so disappointed I couldn't flap it in the air to fly around and do a crazy spin attack Mario-style! Sad). So, I thought maybe it's just loot, being golden and all?
I think that's a bug with the cape in the crate, which doesn't seem to work and disappears at the end of the stage. If you procure a cape from the shop it works fine and grants the ability to jump in mid air - it's like a weaker version of the jetpack.
Actually, it's more like you can glide in midair. Even though the jetpack is better, I still love the cape because if you also have a shotgun, you can glide past enemies on ledges and blow their brains out without even stopping. It's like a rail shooter where you can only fire in two directions.

Also, it's so beautiful to take your damsel on a romantic glide through the jungle Embarrassed
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Drakkar
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« Reply #383 on: December 28, 2008, 05:19:00 PM »

Actually, it's more like you can glide in midair. Even though the jetpack is better, I still love the cape because if you also have a shotgun, you can glide past enemies on ledges and blow their brains out without even stopping. It's like a rail shooter where you can only fire in two directions.

Also, it's so beautiful to take your damsel on a romantic glide through the jungle Embarrassed
...and then execute her before walking into the exit. Tongue
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Gainsworthy
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BE ATTITUDE FOR GAINS...

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« Reply #384 on: December 28, 2008, 06:08:25 PM »

But the Golden [Scarabs?] ARE scared of you. Or at least, they're scared of me.

And the shopkeep's vendetta is most certainly not a bug. There's even a wanted poster! Which was a nice touch, by the by.
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KennEH!
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"What, me worry!?!"


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« Reply #385 on: December 28, 2008, 06:58:08 PM »

Damn I'd join this discussion if I could get past the first level. Sad

I'm loving this game so far, regardless. Grin
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Jink
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« Reply #386 on: December 28, 2008, 07:15:46 PM »

HA-HA! Derek Yu man yous mah bowy! Man i turns on that spelunky and he becomes mah numbah wun honky, i sets dem traps with the whips and like HAHA! man yous muh niggah derik when we gun dat spelunky dunky ?
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Valter
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« Reply #387 on: December 28, 2008, 07:25:16 PM »

HA-HA! Derek Yu man yous mah bowy! Man i turns on that spelunky and he becomes mah numbah wun honky, i sets dem traps with the whips and like HAHA! man yous muh niggah derik when we gun dat spelunky dunky ?
Word.
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Nulldorf
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« Reply #388 on: December 28, 2008, 07:27:48 PM »

Love this game more and more. Any chance we could see a tutorial about procedural generation as it applies to gamemaker?

GM is pretty sweet, but I've left a couple projects from frustration about the best way to handle the levels once you get away from using the built in room constructs. I'd be curious to know how you handle the levels. Just how do you do it Derek?

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isaac
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« Reply #389 on: December 28, 2008, 07:36:11 PM »

Wonderful game, regardless of the slightly annoying control issues (I personally don't mind them now that I've played 150+ times, but they were a bit of a barrier when just starting).

Love this game more and more. Any chance we could see a tutorial about procedural generation as it applies to gamemaker?

GM is pretty sweet, but I've left a couple projects from frustration about the best way to handle the levels once you get away from using the built in room constructs. I'd be curious to know how you handle the levels. Just how do you do it Derek?

I would love some insight into the techniques you're using to create the maps -- as procedurally generated maps go, they're pretty good and fun to play.
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MisterX
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« Reply #390 on: December 28, 2008, 08:42:43 PM »

But the Golden [Scarabs?] ARE scared of you. Or at least, they're scared of me.
I've seen one seemingly flee from me, while another one seemed to be rather attracted to my flare, and most others just didn't seem to care at all. So, I'm not sure what they behave like, but if they already have such a feature then that's fine Smiley


I don't know if this has been reported before, but I just stole a normal golden idol, ran away quickly and was surprised that the boulder didn't follow. It actually only shot out of the wall the next time I got close to it.
And one more tiny thing: When I accidently killed myself using a bomb, the screen only started shaking from the blow when I was already back in the score room. That was actually rather cool, though, as it looked like a cave-in and I was afraid the main menu would get buried Durr...?
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brog
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« Reply #391 on: December 28, 2008, 08:49:56 PM »

I don't know if this has been reported before, but I just stole a normal golden idol, ran away quickly and was surprised that the boulder didn't follow. It actually only shot out of the wall the next time I got close to it.

Objects that are off-screen don't do anything.  If you're watchful you'll notice sometimes objects that you threw a while ago falling once you get them in sight again.  This is a good point though, I think an exception to that should be added for the boulders, since they're such a major effect.
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Drakkar
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« Reply #392 on: December 28, 2008, 09:42:23 PM »

I don't know if this has been reported before, but I just stole a normal golden idol, ran away quickly and was surprised that the boulder didn't follow. It actually only shot out of the wall the next time I got close to it.

Objects that are off-screen don't do anything.  If you're watchful you'll notice sometimes objects that you threw a while ago falling once you get them in sight again.  This is a good point though, I think an exception to that should be added for the boulders, since they're such a major effect.

That and following a boulder in a vaguely slow fashion only to have it shoot back at you at full speed is kind of terrifying, and is one of the major reasons I say the boulder is a malevolent force of pure EVIL. Plus I think it deserves some sort of hideous ballos style grinning face, or a cool looking incan/mayan/aztec engraving that'd be pretty beastly.
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MisterX
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« Reply #393 on: December 28, 2008, 09:53:30 PM »

Objects that are off-screen don't do anything.  If you're watchful you'll notice sometimes objects that you threw a while ago falling once you get them in sight again.  This is a good point though, I think an exception to that should be added for the boulders, since they're such a major effect.
Oh, I also made that observation. Makes sense Smiley Is that a limitation of the engine?
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Drakkar
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« Reply #394 on: December 28, 2008, 10:26:42 PM »

Aha! So I found a new bug. Pushing a block over a skeleton and skull ends with the skeleton ontop of the block and the skull pushed along with the block. Weird eh?
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increpare
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« Reply #395 on: December 28, 2008, 11:16:02 PM »

Objects that are off-screen don't do anything.  If you're watchful you'll notice sometimes objects that you threw a while ago falling once you get them in sight again.  This is a good point though,
The main exception for me is A SPOILER.
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Radnom
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« Reply #396 on: December 28, 2008, 11:31:38 PM »

I don't know if this has been reported before, but I just stole a normal golden idol, ran away quickly and was surprised that the boulder didn't follow. It actually only shot out of the wall the next time I got close to it.

Objects that are off-screen don't do anything.  If you're watchful you'll notice sometimes objects that you threw a while ago falling once you get them in sight again.  This is a good point though, I think an exception to that should be added for the boulders, since they're such a major effect.

Problem is, all the stuff they'd hit would also have to be processed as well. Derek's made the game optimised enough so that it runs fast by only processing the stuff on the screen. If something so game changing as a boulder is rolling around breaking the ground, if you go have a look afterwards there'll be a bunch of enemies unharmed and floating in the air... I guess it's just a matter of "process everything at risk of performance" or "keep it as it is at risk of being annoying"
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FrankieSmileShow
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« Reply #397 on: December 29, 2008, 12:20:23 AM »

well there is still a way. It wouldnt be perfect, but if Derek uses instance deactivation to do that, he could keep the boulder always activated, and also keep a certain radius (say 32 pixels) around any live boulder activated as well. The boulder would go around a stage that pretty much pops into existance in its wake.
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brog
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« Reply #398 on: December 29, 2008, 12:32:42 AM »

It might be possible to keep objects with non-zero Y velocity active as well, so things that fall offscreen finish falling.  I'm not sure, I've never used Game Maker so I don't know if these would be possible or efficient in it.
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jkd003
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« Reply #399 on: December 29, 2008, 12:41:29 AM »

WHY DO YOU DO THESE THINGS TO ME DEREK


this is the second time I've had to skip a shop because it was impossible to walk in without killing me or angering the mighty shopkeeper
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