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880015 Posts in 33018 Topics- by 24385 Members - Latest Member: jhewitt

May 25, 2013, 02:50:42 PM
TIGSource ForumsDeveloperFeedbackSpelunky v1.1 (and Source)!
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Author Topic: Spelunky v1.1 (and Source)!  (Read 1049746 times)
William Broom
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« Reply #1245 on: January 10, 2009, 11:13:12 PM »

I got a kill record of 72, but no new trophies. I'm guessing that my kills weren't counted because either a) I started from the 3rd shortcut or b) most of my kills were in the boss room. That's perfectly reasonable since the boss room is basically infinite kills if you have the scepter.

HOWEVER - I think if you are not going to accept those kills when it comes to trophies, then  you should not record them on the high score table, either. It's kind of confusing, especially for new players who might well assume that kills do not net you trophies at all. Or they might think they need even more kills and spend hours in the boss room to no avail.
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Jetsetlemming
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« Reply #1246 on: January 10, 2009, 11:17:55 PM »


I dropped the damsel into that corner and she got stuck. I could still rescue her from that position, thankfully.

Of course, shortly after that I "accidentally" fed her to a man eating plant. I then discovered you can still be eaten by a man eating plant even if it's currently already eating. I would recommend that the eating animation of a man eating plant make it vulnerable to being stomped or otherwise interacted with like a normal, non-instakill enemy, since it would logically be busy with its mouth full.
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PureQuestion
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« Reply #1247 on: January 10, 2009, 11:35:24 PM »

I got a kill record of 72, but no new trophies. I'm guessing that my kills weren't counted because either a) I started from the 3rd shortcut or b) most of my kills were in the boss room. That's perfectly reasonable since the boss room is basically infinite kills if you have the scepter.

HOWEVER - I think if you are not going to accept those kills when it comes to trophies, then  you should not record them on the high score table, either. It's kind of confusing, especially for new players who might well assume that kills do not net you trophies at all. Or they might think they need even more kills and spend hours in the boss room to no avail.

Actually, I think 72 just isn't enough for a trophy. I think the lowest is 80. Boss room kills count, shortcut runs count.
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Sir Knight
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« Reply #1248 on: January 11, 2009, 12:07:22 AM »

A few more reports:

--I previously reported that both the bats in area 1 and the spike traps in area 4 think you go "up" when you die, so they head up themselves.  I was mistaken.  The area 4 traps just seem to think that you still exist all-in-all, even if your sprite has been vaporized.  And if the bats are merely trying to return to the ceiling so they can land, well, they don't land.
--(Perhaps this one is still a SPOILER.)
--Concerning this . . .

The rope ran through a monkey's path as it unfurled downwards. Trying to climb up it, you flicker a bit and end up on the other end of rope when you reach the break. Climbing down you just fall. The monkey was jumping from right to left, if it matters.
. . . I found a similar problem in the final boss fight.  The boss moved to the right through the unfurling rope and the rope curved along the trail of movement (in the same direction of movement, instead of opposite as Jetsetlemming observed).  I jumped from above the boss onto the rope to see if I could find any strange climbing phenomena, but the boss overran me and I turned into a streamer of blood along the rope's curve.  Ew.
--(Perhaps this one is a SPOILER too.)

Oh, and as a general caution to gamers: sure, enemies that throw you will no longer do it when there is a ceiling immediately overhead . . . but having a corner of a ceiling immediately above and to the side of your enemy means you are still a punching bag.  Ew, again.

And lastly . . . SPOILER.  Thoughts on this issue?
« Last Edit: January 23, 2011, 01:00:02 PM by Sir Knight » Logged

Sabin Stargem
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« Reply #1249 on: January 11, 2009, 12:21:20 AM »

I also joined the forum just because of Splunky.  Often, being able to comment, offer suggestions and report bugs about a really fun game is incentive enough.  That said, I feel that Derek Yu is starting to become equally qualified as some of the more renown game developers.  EG:  Shigeru Miyamoto, Will Wright, Peter Myloneux, and Sid Mier.  With any luck, this is a good sign of things to come.


EDIT:  Come to think of it, is there any developers or people that other gamers think to be rising stars, or where the current crop is headed?
« Last Edit: January 11, 2009, 12:33:34 AM by Sabin Stargem » Logged
Acedio
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« Reply #1250 on: January 11, 2009, 02:54:29 AM »

I've been working on a level for a bit today that I thought I'd share. It's pretty evil, but it's definitely doable. There might be lots of  Hand Shake Left Mock Anger Hand Shake Right moments, though! Any comments?

http://www.2shared.com/file/4624039/aeadd779/ouch.html
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William Broom
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« Reply #1251 on: January 11, 2009, 03:22:37 AM »

I've been working on a level for a bit today that I thought I'd share. It's pretty evil, but it's definitely doable. There might be lots of  Hand Shake Left Mock Anger Hand Shake Right moments, though! Any comments?

http://www.2shared.com/file/4624039/aeadd779/ouch.html
It says the link is invalid or something.

And anyway, don't use 2shared! It's like a fucking game of its own, called 'Spot the download link'. Use mediafire or filedropper or something.
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Hayden Scott-Baron
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« Reply #1252 on: January 11, 2009, 03:31:55 AM »

I found a bug where I would receive damage from yeti corpses after shooting them. They would bounce of a wall and then hit me, send me flying but still be dead.

Of course, shortly after that I "accidentally" fed her to a man eating plant. I then discovered you can still be eaten by a man eating plant even if it's currently already eating. I would recommend that the eating animation of a man eating plant make it vulnerable to being stomped or otherwise interacted with like a normal, non-instakill enemy, since it would logically be busy with its mouth full.
Yeah, I have to admit, I always presumed it worked that way, but I never had a chance to try it out.  I figured it was intentional so that you had the option of feeding the girl to the plant if you needed to get past it.  For this reason, I would also like to be able to throw monster corpses, just like I can throw red frogs.
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sergiocornaga
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« Reply #1253 on: January 11, 2009, 05:31:33 AM »

Another oddity: if you put down the lady in the kissing booth, it causes her to run back and forth. If she then runs off the edge of a platform or otherwise out of the store area, the shopkeeper cries thief and comes after you.
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TimrodDX
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« Reply #1254 on: January 11, 2009, 07:29:41 AM »

Found a glitch with shopkeepers - although the changelog says they should no longer sell multiples of one-use items, they still sell multiple parachutes in a single shop.
« Last Edit: January 11, 2009, 08:27:02 AM by TimrodDX » Logged
trojanbeaver
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« Reply #1255 on: January 11, 2009, 08:39:58 AM »

Found a glitch with shopkeepers - although the changelog says they should no longer sell multiples of one-use items, they still sell multiple parachutes in a single shop.

parachutes stack, don't they? I think you can carry multiple parachutes... there should be a counter for this though
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Jadarok
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« Reply #1256 on: January 11, 2009, 08:41:05 AM »

Is it me, or are people just joining to comment on this game's AWESOMENESS?

Yes, I am one of those as well. I found this game linked from other indie gaming websites (indiegames.com/bytejacker.com) and decided to give it a try. I never played La Mulana or Nethack, but right off the bat this game reminded me of that old NES game Spelunker. That, unlike this game, was total garbage. So needless to say I was totally surprised how much fun this game was.

This is is probably the most fun I've had with a freeware indie game, ever! I haven't even made it farther than the first jungle stage. I like that the game actually has some difficulty.

I've only been playing since v0.98 so I haven't found any bugs to speak of, but I'd like to second a suggestion a previous poster had. A game like this with randomly generated levels seems to beg for a survival type mode. I'd love it if there was a mode of play that kinda just went on forever and your score was based on how much loot you got and how "deep" you got in the cave. Maybe my opinion would change once I beat the game, but it just seems like it would work well this game. That was one of the cool things about some roguelikes I used to play. How the dungeons went on forever.
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trojanbeaver
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« Reply #1257 on: January 11, 2009, 08:46:13 AM »


--I see that you updated the loading graphic for the game, but I don't know why you gave the bat that silly cartoonish belly button.  People don't think of bats in terms of silly cartoonish belly buttons, and you're only opening yourself up to crude comments on its appearance by immature gamers in the future.

I'm not certain why people talk about the damsel as though she were immune to all injuries except the instant-kill ones.  She seems only as tough as a caveman.

--Delmion

I agree that the bat belly button is a bit odd but don't mind it so much (i didnt notice it until delmion pointed it out. Has the little statue been removed from its position on top of the hat? I miss that -- I thought that was a cute joke)

Damsel is much tougher than caveman... seems to be able to take infinite falls/hits apart from instakills. I really think this should change especailly as damsel is currently a really good throwing weapon (even when as a dead body?) which is weird.

on another note.... can the hero drown? limited air supply would be good... like in New Zealand Story.






« Last Edit: January 11, 2009, 08:59:37 AM by trojanbeaver » Logged
vorless
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« Reply #1258 on: January 11, 2009, 09:08:15 AM »

I'm having a problem. Every time I try to load the game, it gives me an error that it can't initialize drawing surfaces. I tried updating my drivers (I have a GeForce 8600M GT card) and lowering my resolution, but neither works.

Is there anything I can do to solve this problem? If it matters, I'm using Windows through BootCamp on a MacBook Pro.
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TimrodDX
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« Reply #1259 on: January 11, 2009, 10:25:56 AM »

Something I think might be useful: The ability to sell hold items to shopkeepers for 50% of their usual price by dropping them somewhere in the shop and hitting the purchase button to confirm.

Also, powerups/hold items should probably be counted twoard the final score in some way - it seems bizarre that finding a gold brick worth 1000g counts, but finding a 15000g webcannon doesn't.
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