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891264 Posts in 33534 Topics- by 24775 Members - Latest Member: PestoForce

June 19, 2013, 10:36:36 AM
TIGSource ForumsDeveloperFeedbackSpelunky v1.1 (and Source)!
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Author Topic: Spelunky v1.1 (and Source)!  (Read 1054043 times)
codekitchen
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« Reply #555 on: December 31, 2008, 09:53:06 AM »

Awesome game, I'm loving it. Please nix the ghost though. I play the game in a similar vein to nethack, very "go slow and really think about every action", and the ghost really handicaps you from playing in that style.
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WieboW
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« Reply #556 on: December 31, 2008, 10:18:22 AM »

First: I was finally able to download this through the companies VPN network. What a great little gem you're got cooking here. It also reminds me of Montezuma's Revenge! Been playing it and writing down some suggestions:

* when hanging from a ledge, it seems logical that 'down' should let the adventurer release (fall down). make it optional?

* add: when hanging from ledge, pushing away from the ledge and jump to jump away from the ledge?

* add: some kind of indicator around the active item to make it more apparent when in doubt which item is selected

* walk from ladder instead of jump? the thing for me is that jump is needed for a move, while a press of direction is more natural feeling.
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blog: http://wiebo.wordpress.com | twitter: @wiebow | steam: wiebow
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« Reply #557 on: December 31, 2008, 10:45:05 AM »

First: I was finally able to download this through the companies VPN network. What a great little gem you're got cooking here. It also reminds me of Montezuma's Revenge! Been playing it and writing down some suggestions:

* when hanging from a ledge, it seems logical that 'down' should let the adventurer release (fall down). make it optional?

* add: when hanging from ledge, pushing away from the ledge and jump to jump away from the ledge?

* add: some kind of indicator around the active item to make it more apparent when in doubt which item is selected

* walk from ladder instead of jump? the thing for me is that jump is needed for a move, while a press of direction is more natural feeling.

the third one has already been done.

The first one... Down is used to look below you. trust me, it's crucial if you want to survive.
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landshark
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« Reply #558 on: December 31, 2008, 10:46:18 AM »

Has anyone else had any joystick problems in that the game always thinks "up" is pressed?  Is there a way to increase the threshold at which it considers a direction pressed?  I checked the gamepad settings in the control panel and it is working just fine; however if I pass by a ladder or a door in the game, the little guy goes up or in.
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The North
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« Reply #559 on: December 31, 2008, 10:50:19 AM »

What's with all the hate for the ghost?  If there were no ghost, the most OCD person would always get the best score.  It's not good game design to incourage repetitive boring behavior to achieve the best scores.  The ghost makes the game actually take skill because you have to be fast and make trade-offs.

I would not play this game if there was no ghost.
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Neddo
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« Reply #560 on: December 31, 2008, 11:01:02 AM »

I have a question about the bonus doors in the score room: does anyone know how to open the moon door?  I know what affects the others, so I assume that the moon is the other thing, but I don't know if I need SPOILER.
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Atnas
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« Reply #561 on: December 31, 2008, 11:03:30 AM »

Has anyone else had any joystick problems in that the game always thinks "up" is pressed?  Is there a way to increase the threshold at which it considers a direction pressed?  I checked the gamepad settings in the control panel and it is working just fine; however if I pass by a ladder or a door in the game, the little guy goes up or in.

I have the same problem. Some people seem to be doing fine with their gamepads though...?
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Acedio
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« Reply #562 on: December 31, 2008, 11:25:27 AM »

I had the same problem with the joystick always being read as 'up' for some reason. It's probably due to the fact that Derek made the gamepad option with an analogue stick in mind. Is anyone using an analogue stick having this issue? I worked around it by using JoyToKey and it works like a charm now Grin
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underwhelmed
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« Reply #563 on: December 31, 2008, 11:29:47 AM »

If there were no ghost, the most OCD person would always get the best score.  It's not good game design to incourage repetitive boring behavior to achieve the best scores. 

I would not play this game if there was no ghost.

So what you are saying is "The ghost forces players to play the game like me, and therefore it is a good idea because I don't want people to play the game any other way than the way that I want to"

I agree that a time limit is important to roguelikes (whether it be by food, or other means) and it adds a sense of urgency to this game but seriously, the last time I checked there is no prize for highest score, so why do you care if the ghost was gone or changed? Would you suddenly not like this game at all if the ghost was out of the next version?

and Actually....

so-called "OCD" (which nobody seems to actually understand the meaning of but that is beside the point) will often lead to a waste of resources, premature death, and ultimately a lower score and less advancement. This game requires a careful balance between getting loot, and knowing when to press on and save the precious resources you need to advance.

Also, my damsel in distress has a propensity to throw herself on spikes; this is of course hilarious.
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Chrissketch
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« Reply #564 on: December 31, 2008, 12:06:19 PM »


 Shrug
Look mac, it totally wasn't my fault that boulder rolled through your shop and killed you on the last level. Well, ok maybe it kind of was...

(I still got the game paused. Anyone got any advice on how to handle this?)
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siiseli
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« Reply #565 on: December 31, 2008, 12:18:30 PM »

bombs away
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Chrissketch
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« Reply #566 on: December 31, 2008, 12:24:20 PM »

eh he got me. On my next round I found two boxed boomsticks in a row before dying because I dropped it in a frog infested pond.  I love what the shopkeeper yells when you throw a bomb into the shop.  :D
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Xion
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« Reply #567 on: December 31, 2008, 12:34:52 PM »

the last time I checked there is no prize for highest score,
Actually, there kind of is.

I have a question about the bonus doors in the score room: does anyone know how to open the moon door?  I know what affects the others, so I assume that the moon is the other thing, but I don't know if I need SPOILER.
SPOILER
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Zaphos
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« Reply #568 on: December 31, 2008, 12:50:51 PM »

the last time I checked there is no prize for highest score,
Actually, there kind of is.
That's the prize for a high score, not for having the highest score relative to other players, right?  There's no global high score table or anything.
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Neddo
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« Reply #569 on: December 31, 2008, 12:56:52 PM »

I have a question about the bonus doors in the score room: does anyone know how to open the moon door?  I know what affects the others, so I assume that the moon is the other thing, but I don't know if I need SPOILER.
SPOILER

In that case, HERE IS A QUESTION WHICH CONTAINS SPOILERS RELATED TO THE ABOVE SPOILERS
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