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878510 Posts in 32925 Topics- by 24336 Members - Latest Member: BeefJack

May 22, 2013, 04:15:45 AM
TIGSource ForumsDeveloperFeedbackSpelunky v1.1 (and Source)!
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Author Topic: Spelunky v1.1 (and Source)!  (Read 1048852 times)
Ghegs
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« Reply #750 on: January 03, 2009, 02:35:40 PM »

I'd personally prefer that the game always has a path from start to finish that you can follow without specifically using up a bomb or rope, though it may be difficult.

I've thought this myself, but I've always attributed it to "Well, shouldn't have made my life easier in the earlier levels with all those bombs and ropes". Item management is a pretty big part of roguelikes, after all. But yes, it does suck getting stuck between two trees with no way out (when out of bombs and ropes) and all you can do is wait for the ghost to liberate you...

--

I've climbed spike totems from the side as well. Just make sure both sets of spikes retract before you dash & jump.

The lady has ended up in quite the predicament, indeed.
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seregrail7
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« Reply #751 on: January 03, 2009, 02:50:07 PM »

I think the trees are the most frustrating thing in the game. A lot of the time there's no way to climb them, so you have to bomb them or use a rope.
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Ghegs
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« Reply #752 on: January 03, 2009, 03:02:12 PM »

Few more bugs I found...remember Mr. Yu, we only tell you these because we love the game. Wink

In this picture I had thrown the key in order to fool the dart trap (it landed where the skeleton was), but it didn't activate. And when I went to retrieve the key, thinking the trap had set earlier, THEN it activated.

One time I grabbed an idol and made a beeline to the other side of the cave (there was nothing in the way so I could run freely) and the boulder didn't activate. So I went back to check, and when the "face" scrolled onto the screen the boulder dropped out. So I guess it only activates if it's visible on the screen? Should activate regardless.
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Esseb
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« Reply #753 on: January 03, 2009, 03:30:32 PM »

I love this game more than I possibly should, considering how many times I curse out loud at the unfair deaths.

Minor bug: I accidentally killed the lady with a bomb while trying to get to where she was. I later managed to get the boulder to roll over the poor girl as well. Anyway, the kill counter at the end of the level shoved me having killed her twice, which seems a bit odd.
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Infi
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« Reply #754 on: January 03, 2009, 04:03:37 PM »

Wonderful game. Found out about it from Offworld and have been playing hours a day since. So far with the help of shortcuts I've managed to get as far as Level 14.

All in all, things are almost perfect - only a couple of problems I've noticed.

1. The "flip hang" move described in the tutorial is too weak to be useful; it doesn't work if you're moving too fast, doesn't work on ice, and causes you to drop whatever you're holding. Instead, you can just walk off of a ledge, then quickly press back into it to achieve the same result without any of these disadvantages.

2. Level generation in levels 9-12 seems to be a bit unfair; assuming you don't have the compass, it's quite easy to end up on the other side of an enormous chasm as the exit door, and short of some really fancy rope tricks, items won't help you with this at all.

3. Error message when jumping on a parachuting alien:
Code:
ERROR in
action number 3
of Collision Event with object oPlayer1
for object oAlienEject:

Error in code at line 11:
       if (countsAsKill)

at position 10: Unknown variable countsAsKill

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HBar
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« Reply #755 on: January 03, 2009, 04:17:59 PM »

I noticed that you can't pick up items when they're stuck under a ground-level tree branch.
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Cymon
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« Reply #756 on: January 03, 2009, 04:18:36 PM »

The sound level in the game is awfully loud.
*nod*

Also...

When get shot by an arrow while climbing a ladder, you return to "on ladder" state after waking up.
Looks like he's dancing.
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Barahir
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« Reply #757 on: January 03, 2009, 04:43:50 PM »

Hey, great game! One thing I suggest is that you make it more obvious what the girls do, it took me awhile to figure out that they heal you when rescued. Showing the player's health between levels so they see it going up after the kiss would be a good idea.

I also like the idea of some sort of hall keeping track of how many of each enemy you've killed, how much of each treasure you've gotten, and how many times you've died in each possible way.

Some of the blind drops are annoying, it would be nice if you could look down a bit so you can know if you'll land on solid ground or spikes or something else.

More rooms similar to the snake pit would be fun.

Also, the forest idol traps seem sort of lame. They're nowhere near as cool or threatening as the boulders.

How do you differentiate between blocks you can and can't push? It seems sort of arbitrary, sometimes there will be a block in an open area that can't be pushed...some sort of visual indicator would be nice.
« Last Edit: January 03, 2009, 05:01:34 PM by Barahir » Logged
vdgmprgrmr
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« Reply #758 on: January 03, 2009, 04:50:05 PM »

Hey, great game! One thing I suggest is that you make it more obvious what the girls do, it took me awhile to figure out that they heal you when rescued. Showing the player's health between levels so they see it going up after the kiss would be a good idea.

I also like the idea of some sort of hall keeping track of how many of each enemy you've killed, how much of each treasure you've gotten, and how many times you've died in each possible way.

Some of the blind drops are annoying, it would be nice if you could look down a bit so you can know if you'll land on solid ground or spikes or something else.

If you hold the down button for a few seconds the view will move down. Same way with the up button.
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Vinnnt
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« Reply #759 on: January 03, 2009, 04:53:26 PM »

I also like the idea of some sort of hall keeping track of how many of each enemy you've killed, how much of each treasure you've gotten, and how many times you've died in each possible way.
I wish you'd all just stick with the score room. Statistics, statistics, statistics, man! Seven numbers not enough for y'all?

EDIT: Six
« Last Edit: January 03, 2009, 04:58:29 PM by Vinnnt » Logged
Kurrus
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« Reply #760 on: January 03, 2009, 04:56:52 PM »

Oh well, I figure I'll just jump into the bandwagon.

Hello, my name is Kurrus and I joined this forum to express my love for Spelunky.

As much as I love Spelunky, though, I still feel there's room for improvement, apart of all those much needed bugfixes so many people have requested already. (bugged trees Sad )

So here's a bunch of suggestions!

1.- A "treasure" room of some sorts, that keeps track of the money you've collected and the monsters you've killed. However, it should keep track of the total of money and monsters, not just the highest amount, as the Scores screen does.

2.- Making the woman restore your health fully two health points if you carried her to the exit without dropping her even once would be an interesting challenge.

3.- I think this has been suggested already, but basically, make the title screen change graphically according to your stats. For instance, making candles or gravestones appear if you've died a lot of times, or making the Spelunky letters be golden if you've collected a lot of money.

4.- I haven't got a name for this, and it's a bit hard to explain. There could be a series of hidden "achievements" in the game, like killing a certain amount of enemies, or completing a level in a certain time. You'd get no notification of them when you get them, but they'd trigger objects (trophies, medals, you name them) to randomly appear in crates, chests, or inside the dirt ready to be blown by a bomb. If collected, they'd appear in the treasure room, and reveal what the "achievement" was.

That's all for now I guess.

Spelunky is great, keep up the good work!

EDIT: dang, just as I post this, someone suggests basically the same as me. Yay, mind powers! :D

EDIT 2: the fine lad that posted after me revealed an interesting piece of information, which I took and put here. Thanks!
« Last Edit: January 04, 2009, 04:54:29 AM by Kurrus » Logged
J.G. Martins
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« Reply #761 on: January 03, 2009, 05:01:06 PM »

I personally like those suggestions:)

I'd change the "full-health" to maybe two hearts instead of just one. There's no "full health", as you can get more than 4 lives. Or maybe make the number of kisses dependant on the closest path to the exit?
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Gold is for the mistress -- silver for the maid --
Copper for the craftsman cunning at his trade.
"Good!" cried the Baron, sitting in his hall,
"But iron, cold iron, is the master of them all."
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weeble
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« Reply #762 on: January 03, 2009, 05:09:16 PM »

I love the game so far! The first four levels are perfect, but the next four are a bit too tough for me. I've only gotten to level 9 twice, and both times I died in seconds, so I couldn't really comment on it yet. I have died 77 times. Has anybody got any good tips for the jungle levels? I find that I have the most problems with the statues that jab spikes out their sides, especially if it's in the dark. I'm not great at avoiding the light blue frog things either. Also, am I right in thinking that the shortcut guy only appears if you've played through from the start?
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Nitro Crate
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« Reply #763 on: January 03, 2009, 05:26:18 PM »

Wow this thing gets like 4 pages a day.

Btw minor suggestion, but I think it'd be pretty funny/cool to have a very slight percentage chance that when you activate the boulder trap, it just crashes straight down through the ground instead of rolling to the side.
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William Broom
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« Reply #764 on: January 03, 2009, 06:05:43 PM »

Also, am I right in thinking that the shortcut guy only appears if you've played through from the start?
Nah, he comes either way. However I think there is a random chance that he will not always appear.
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