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879070 Posts in 32956 Topics- by 24353 Members - Latest Member: kanki

May 23, 2013, 07:16:01 AM
TIGSource ForumsDeveloperFeedbackSpelunky v1.1 (and Source)!
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Author Topic: Spelunky v1.1 (and Source)!  (Read 1049370 times)
William Broom
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« Reply #1695 on: January 18, 2009, 11:25:09 PM »

I just experienced a fatal freeze bug. I was playing 'Helm's Deep' and flying around with a jetpack trying to hit UFOs with my machete. Then I got hit by a UFO and fell to the ground, my machete dropping out of sight. Then it froze and I had to exit from the task manager.
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SeanEBlog
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« Reply #1696 on: January 18, 2009, 11:25:55 PM »

If you did that, it would be to easy to win. Plus, you knowingly sent the boulder at the shopkeeper, so you should have to deal with the consequences.

Not that easy, this would only work with world one levels. Plus how often could you actually do this?

Not a shop but you see my point.

If I thought it was a game breaker I wouldn't of suggested it.
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lagged
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« Reply #1697 on: January 18, 2009, 11:51:00 PM »

Leapt away from a chest after opening it, but got stuck in an endless animation on the ledge.  The whip would constantly fire, but the controls wouldn't respond.

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MechanisMs
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« Reply #1698 on: January 18, 2009, 11:59:26 PM »

If you did that, it would be to easy to win. Plus, you knowingly sent the boulder at the shopkeeper, so you should have to deal with the consequences.

Not that easy, this would only work with world one levels. Plus how often could you actually do this?

Not a shop but you see my point.

If I thought it was a game breaker I wouldn't of suggested it.

Well.. the point in the whole matter is this: If a terrible fate befalls the shopkeeper, the game will ensure that they have a chance for comeuppance with the- Shopkeeper guarding the next level's exit- game mechanic. And it IS a game breaking mechanic because it destroys the risk-reward aspect of an important fork in the game's road- Will you choose the path of the thief and risk the retribution of the many angry shopkeepers that will follow, or will you choose the path of the consumer and deal with the dungeon while worrying whether you have enough gold to afford an ankh and a cape by the time you find the Black Market (safely, mind you).

On a different take, there are MANY opportunities for an Idol boulder to roll into a shop in Area 1, and because Area 2 shops are far rarer to spawn, they are the prime and few opportunities to stock up before you reach the point of no return in equipment. Because of the layout of the initial area, the top 12 quadrants of space are fair game for a Golden idol (and thus a boulder) spawn. That said, the shops can spawn in any quadrant not occupied by an entrance or an exit, or somehow impeding the ability to enter the exit. Probability is fair that you'll come across an idol that is on the same X axis as a shop, or located above a shop and whose course could be manipulated in such a way that it would descend to the next level where the shop may have spawned. You're essentially playing a game of luck involving randomly generated rooms as to whether your spelunking experience will be a breeze, or be somehow derailed by either scenario (Thief or Law-abider) as the game stands.

Finally- if the other two points don't faze you, consider this. How would you approach this addition from a game-engine standpoint? (If Trigger: Boulder, Shop on same X axis, Shopkeeper Panick) okay.. so what about if the procedurally generated rooms throw you a curveball? You trigger the boulder and climb a rope facing a level wall, the boulder slams in and gets stuck. SOMEHOW, all the way across the map, the bearded bastard gets spooked. No. Of course not. He knew the dangers of being in a dungeon full of indiana jones wannabes and he packed and trained accordingly (Air Jordans that let him jump higher than the crappy spring shoes he sells and a fully loaded shotgun). Ignoring that, the game engine doesn't even REGISTER physics unless they are within a visible (and slightly beyond visible) range of the player. (set a bomb and run off 2 screens away to test this, come back after the explosion's sound and the ground will be perfectly untouched). The shopkeeper can't even run if you aren't within that predetermined distance from the shop. How would you suggest that the shopkeeper escape the oncoming boulder if the game doesn't allow him a point of descent. Does he just Plot-teleport away?

The idea is flawed on multiple levels, and it's hard to think that it is capable of being added without buggy functionality due to the chaotic nature of the way the game generates rooms. Undecided
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Glutnix
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« Reply #1699 on: January 19, 2009, 12:24:25 AM »

Am I supposed to be able to whip a bat through a wall?

diagram:

Evil:36:Cave Story
Pixel 36Pixel 36Pixel 36

Cave Story = me
Evil = bat

o/~ When a bat is through the wall,
You must whip it.
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Drakkar
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« Reply #1700 on: January 19, 2009, 12:52:38 AM »

In reference to the shopkeeper running away thing, I could see him doing it but only after grabbing all his goods and then running off to another part of the level to build a tiny fort, where he'd use whatever firepower he has on him on anything that moves near. (EG throwing a bomb out at a spider, because he thought the boulder was coming.)
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MPZ
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« Reply #1701 on: January 19, 2009, 12:53:09 AM »

There's a way to get the idol without activating the trap to those concerned about boulders running into shops. If you can't do it that way just ignore the idol.

Bug: Game just locked up after my character landed on a tree branch while stunned from a fall.
« Last Edit: January 19, 2009, 12:57:20 AM by MPZ » Logged
SeanEBlog
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« Reply #1702 on: January 19, 2009, 01:26:20 AM »

Well.. the point in the whole matter is this: If a terrible fate befalls the shopkeeper, the game will ensure that they have a chance for comeuppance with the- Shopkeeper guarding the next level's exit- game mechanic. And it IS a game breaking mechanic because it destroys the risk-reward aspect of an important fork in the game's road- Will you choose the path of the thief and risk the retribution of the many angry shopkeepers that will follow, or will you choose the path of the consumer and deal with the dungeon while worrying whether you have enough gold to afford an ankh and a cape by the time you find the Black Market (safely, mind you).
I would first like to thank you for the time and thought you put into this. It's very rare I find something more then a paragraph long worth reading let alone read it multiple times. I guess when you put it that way does make it sound like a cheat if you know how to do it without luck involved. Maybe as a counter balance, all shops in world 1 get declared unsafe and are no longer manned or stocked.

Quote
On a different take, there are MANY opportunities for an Idol boulder to roll into a shop in Area 1, and because Area 2 shops are far rarer to spawn, they are the prime and few opportunities to stock up before you reach the point of no return in equipment. Because of the layout of the initial area, the top 12 quadrants of space are fair game for a Golden idol (and thus a boulder) spawn. That said, the shops can spawn in any quadrant not occupied by an entrance or an exit, or somehow impeding the ability to enter the exit. Probability is fair that you'll come across an idol that is on the same X axis as a shop, or located above a shop and whose course could be manipulated in such a way that it would descend to the next level where the shop may have spawned. You're essentially playing a game of luck involving randomly generated rooms as to whether your spelunking experience will be a breeze, or be somehow derailed by either scenario (Thief or Law-abider) as the game stands.
I see your point, but the same thing could be said of getting a Jetpack, climbing gloves or cape in a crate in the first level.

Quote
Finally- if the other two points don't faze you, consider this. How would you approach this addition from a game-engine standpoint? (If Trigger: Boulder, Shop on same X axis, Shopkeeper Panick) okay.. so what about if the procedurally generated rooms throw you a curveball? You trigger the boulder and climb a rope facing a level wall, the boulder slams in and gets stuck. SOMEHOW, all the way across the map, the bearded bastard gets spooked. No. Of course not. He knew the dangers of being in a dungeon full of indiana jones wannabes and he packed and trained accordingly (Air Jordans that let him jump higher than the crappy spring shoes he sells and a fully loaded shotgun). Ignoring that, the game engine doesn't even REGISTER physics unless they are within a visible (and slightly beyond visible) range of the player. (set a bomb and run off 2 screens away to test this, come back after the explosion's sound and the ground will be perfectly untouched).
Um... yeah, about that bomb physics test...

I feel I should point out that I have east Asian language support on my system. I don't know if that would effect Game Maker software but I have seen it effect other things.
Quote
The shopkeeper can't even run if you aren't within that predetermined distance from the shop. How would you suggest that the shopkeeper escape the oncoming boulder if the game doesn't allow him a point of descent. Does he just Plot-teleport away?
If he's not one screen, why not? Though if this does happen then most if his stock should also plot-teleport away. See, more balance right there.
Quote
The idea is flawed on multiple levels, and it's hard to think that it is capable of being added without buggy functionality due to the chaotic nature of the way the game generates rooms. Undecided
Considering my only programming knowledge is forgotten by now must likely I have no rebuttal for this. One thing I do request that you remember is that my suggestions are for version 1.X, not 1.0. And even then I know they are just suggestions.

Speaking of suggestions, how about a lawyer who appears between levels like the tunnel man who for $100,000 will get your criminal status cleared?
« Last Edit: January 19, 2009, 01:34:44 AM by SeanEBlog » Logged
bluej774
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« Reply #1703 on: January 19, 2009, 01:40:52 AM »

I'm loving the new version except for a couple of things.

First, I hate, hate, HATE the new rope.  It's one pixel wider and that makes it look weird.  I know it's a really picky complaint, but I noticed it right away.  It looked better before. EDIT: Okay, on second examination, the rope doesn't necessarily look bad.  It just doesn't work as well with the peg at the top.  When you widened the rope, you should have adjusted the sprite for the peg to match a little better.

Second, if you hit the action button on the gamepad at the first settings screen before the game actually launches fullscreen in order to start the game, it skips the three-line text intro nine times out of ten.  This has actually been a problem since v0.99.  Just thought I'd let you know.
« Last Edit: January 19, 2009, 01:52:59 AM by bluej774 » Logged
NMcCoy
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« Reply #1704 on: January 19, 2009, 01:48:24 AM »

(minor bug) Apparently, if you webgun a shopkeeper, it will make him mad enough to repeatedly shoot your corpse.  :D Interestingly, even after your body gets vaporized, continued shots to where it was still cause the air to bleed.
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bluej774
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« Reply #1705 on: January 19, 2009, 01:51:16 AM »

Also, in v0.99.5 I had a level 9 or 10 with a big yeti.  I killed him and then I noticed the level had no exit.  Bummer.
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NMcCoy
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« Reply #1706 on: January 19, 2009, 01:54:36 AM »

Is it possible the yeti's special ability might have blocked the exit?
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Selben Coirlo
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« Reply #1707 on: January 19, 2009, 01:57:31 AM »

Quote
Because of the layout of the initial area, the top 12 quadrants of space are fair game for a Golden idol (and thus a boulder) spawn.
Interesting definition of the word 'quadrant' you use  Giggle Hand Point Right
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bluej774
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« Reply #1708 on: January 19, 2009, 02:41:17 AM »

Is it possible the yeti's special ability might have blocked the exit?

It is possible, but I searched and searched and ended up dying when the ghost came out and got me.
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JLJac
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« Reply #1709 on: January 19, 2009, 04:23:00 AM »

Somethings wrong with the .rar file. Can't extract  Undecided
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