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880189 Posts in 33024 Topics- by 24392 Members - Latest Member: mfroeschl

May 25, 2013, 11:58:17 PM
TIGSource ForumsDeveloperFeedbackSpelunky v1.1 (and Source)!
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Author Topic: Spelunky v1.1 (and Source)!  (Read 1049787 times)
Mopsy
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« Reply #1485 on: January 16, 2009, 02:21:19 AM »

I asked this earlier, but:

In the level editor, when I try to make spiders or giant spiders, or skeletons, they don't function properly. They all become aggressive immediately, without me triggering them, or even being anywhere near them. I tried even putting things far away, and I just can't get it to work. Is there some setup or something I have to do?

I understand the level editor isn't the biggest concern, but, I can't tell why I can't get the levels to act right. Is this a bug with the editor, or is it a problem with what I'm doing?
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Valter
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« Reply #1486 on: January 16, 2009, 03:40:16 AM »

While I agree with you that that would be a good addition, it's worth noting that teetering over a 1-block gap will drop the object down it.
Even when teetering, you can't drop idols down gaps without some serious effort.

Mopsy: I've noticed this too. It's a bug with the editor, I'm sure. For some reason, all giant spiders I place only have one health.

I think small spiders should have a walk animation like the big spider, so that they don't keep hopping around like retards in one-tile-high tunnels.
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ImaginaryThomas
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« Reply #1487 on: January 16, 2009, 04:19:45 AM »

Derek, what you have done here is art, beauty, perfection.
The combination of enough randomness to keep it interesting every time like nethack and the faster pacing of a simple arcade platform is like nothing I've ever seen before.

P.S. Someone needs to port this to DS so I can play it while I'm not at home.

P.P.S. Hey guys, I'm back. Took a break from the gaming world for a while. What a way to come back

P.P.P.S. I love Spelunky
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ImaginaryThomas
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« Reply #1488 on: January 16, 2009, 04:28:12 AM »

Also:

Digg Spelunky! The world needs to know!
http://digg.com/pc_games/Spelunky_2
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Bleagle
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« Reply #1489 on: January 16, 2009, 04:35:43 AM »

Design flaws:
-In stage 3, if an jump platform is under the exit door and you enter it, you'll bounce up and it seems as if you would enter the wall over the door. Regardless of this you will still enter the next stage. Its just the animation.

-If you carry an item while moving through the last door after you've defeated the boss, you'll drop the item. But in the scene right afterward youre still holding that object.

Suggestion:
-It would be cool if Bombs would explode if thrown into lava pits. And it would be even cooler if they would explode when hit by bullets.

-If you come in the "I noticed you"-range of an agressive shopkeeper, he will run faster, even if he looks away from you. Thats strange because he just couldnt see you. I guess its the same with other enemies. Maybe change that.

-Add an item similiar to the compass with the difference that its arrow points to the damsel.

-Maybe somehow implement a way to get rid of items you dont want to have equipped (Climbing Gloves, Pitchers mitt f.e.).

-I dont know why there are sooooo many "moveable" blocks in area 1, if you cant move them. Please make it clearly if you can move a block or cant. Thanks.

I cant describe how much I love this game! Hope it'll get even better.

EDIT:
Hmm, I found a new bug. I discovered a way to stay alive forever in the Damsel challenge but it seems the game wont accept scores over 100. Mean!
« Last Edit: January 16, 2009, 04:50:36 AM by Bleagle » Logged
Sata
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« Reply #1490 on: January 16, 2009, 04:56:04 AM »

I'm sure this has already been brought up but, I found that exploiting this, you can rob the shopkeeper quite easily:
the game physics only apply to the objects on screen: meaning that if you throw something off screen, it'll only continue to go the direction it was going after you move there to let it happen in-screen;

that way you can also outrun the shopkeeper and once he's off screen you're 100% safe, or you can lure him away from the shop and then go back making him go off screen, then loot and bomb your way out (not going back to the shop keeper)..

and another thing, the game glitched on me when I fell off on some yetis and they started throwing me around. ]

I got stuck in the throwing animation (he was throwing me left and right and it was like I was stuck in his arm), later another yeti joined the throwing and it was looping as this gif shows (kind of shows, anyway)


and finally another bug: if you climb up the rope quitting and whip right as you're right about to start moving by yourself the game will give an error message:
ERROR in
action number 1
of  Step Event
for object oWhipPre:

Error in code at line 12:
       x = oCharacter.x+16;

at position 21: Unknown variable x

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Keilden
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« Reply #1491 on: January 16, 2009, 06:09:12 AM »

Derek, what you have done here is art, beauty, perfection.
The combination of enough randomness to keep it interesting every time like nethack and the faster pacing of a simple arcade platform is like nothing I've ever seen before.

P.S. Someone needs to port this to DS so I can play it while I'm not at home.

P.P.S. Hey guys, I'm back. Took a break from the gaming world for a while. What a way to come back

P.P.P.S. I love Spelunky

A DS port would be sweet.
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moshboy
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« Reply #1492 on: January 16, 2009, 06:12:41 AM »

Hmm.. small bug I guess.. in the Ice caverns, a spring happened to be right where the exit was, so every time I went to leave, the freakin' thing made me spring up. I walked on it again and pushed up as quickly as I could and did manage to exit, however the spring had already pushed me above the door, so it showed me exiting the level above the door.
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pecet
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« Reply #1493 on: January 16, 2009, 07:53:42 AM »

level generation bug i guess

how i was supposed to enter exit, without being killed by spikes? i had no bombs
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Captanblue
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« Reply #1494 on: January 16, 2009, 08:07:21 AM »

If you jump in while pressing up you can make it
Anyway I am not sure if anyone posted this before but sometimes when I am holding the damsel and I need to throw a bomb, I'll through the damsel AND she is holding the bomb instead. While it is funny watching her screaming and running with the bomb it means she gets killed soo... kind of a bug
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ptoing
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« Reply #1495 on: January 16, 2009, 08:23:15 AM »

Been playing this a bit now, just found out about it a few days ago >:O

Awesome stuff. Some small things I feel could be different:

Anything that is not something you have to carry could be picked up automatically, no?
I mean there is no reason to not want ropes, bombs, or any of the special items, or am I missing something.

Super nitpick: I think skeletons should not bleed and also not die if they fall on spikes.

Keep on rocking, Derek!
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I'm making Phantom Island with DrDerekDoctors. Here's the devlog! http://forums.tigsource.com/index.php?topic=21007
kyn
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« Reply #1496 on: January 16, 2009, 08:28:27 AM »

Also:

Digg Spelunky! The world needs to know!
http://digg.com/pc_games/Spelunky_2
I registered just so I could digg this

Go Spelunky!
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biznatchio
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« Reply #1497 on: January 16, 2009, 08:39:01 AM »

level generation bug i guess

how i was supposed to enter exit, without being killed by spikes? i had no bombs

You're safe from the spikes when you're in the 'going out the door' animation.   Just get close enough to trigger them once, and after they've retracted, run in quickly and exit before they have a chance to come out again.
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Potatoe
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« Reply #1498 on: January 16, 2009, 09:12:28 AM »

Finally beat the game. Now for those challenges(I'm guessing I have to get a certain amount of kills, saves, money and be fast enough).

The last area is quite annoying if you don't have compass and bombs handy. Also the mummy is annoying, but in a terrifyingly fun way. Also it seems that they can't die from lava. I saw one shooting a wall from inside a pool of lava(or magma in this case).
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luvcraft
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« Reply #1499 on: January 16, 2009, 09:13:26 AM »

OK, since there are over 100 pages to this forum already, I don't know if this has already been asked but:

I love this game and have been playing way too much of it, but my one criticism that isn't directly related to my "just not being good enough to do X yet" is that I think there needs to be an upside to the "dark" levels. Right now, all they do is make me rush to the exit because it's annoying to juggle a flare and something else, and it's just generally harder to do things in the dark. Possible upsides include doubling the value of all treasure, or a guaranteed rare item. With an upside, it would be worth the risk to explore in the dark, whereas right now the dark is all risk and no reward, so the best thing for me to do is just to get past it as quickly as possible.

If there already IS an upside to the dark that I just haven't noticed, please let me know!
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