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1  Developer / Playtesting / Re: Spelunky! on: January 09, 2009, 06:04:54 PM
Anyone suggested this? Level One only exit-to-menu at entrance?
2  Developer / Playtesting / Re: Spelunky! 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
3  Developer / Playtesting / Re: Spelunky! on: January 03, 2009, 02:25:19 PM
Also, is it possible to climb spike totems from the side? I did it a couple of times in previous builds, but I couldn't make it alive even once in the last one. If you can't climb them , then a lot of times you will need bombs or ropes to pass the level.
I've done it v98 with a quick dash up and over. But it's less risky using a rope to jump. Is the timing different from previous builds?
4  Developer / Playtesting / Re: Xycle on: January 03, 2009, 02:19:27 PM
Your game's insane fun. Smiley

A bug, I think: Something made me double jump in the first level, at that area with a roof over it. Didn't affect gameplay much.

I'm waiting for the sequel, in which he earns a grant for developing the perpetual motion machine and builds a Moon-sized bike, and hops between solar-systems while blowing up UFOs.
5  Developer / Playtesting / Re: Dyson on: January 03, 2009, 01:36:34 PM
Played this off and on for a while, was terrible at it, and kept uninstalling and reinstalling it. Great game, though. I like the atmosphere. Just managed to beat level two.

Requests:
- Mention the pan/zoom capability in How-to-Play
- Record on the main menu if a level has been beaten
- Option to adjust the visibility/darkness of game colors
- Chance to cancel a new tree
- I took a boatload of screenshots, pausing the game. Any in-game screen capture?

It seemed that the enemies only attacked when aggravated. True? Is aggression an adjustable variable for each level? Though if you're planning different AI strategies, it's pointless for me to ask.

Was also concerned about the enemy being too close to the player's starting point, but if they only attack when bothered, we players should figure it out soon enough.


And some lag when moving a swarm of 552. Mixed batch of units. Were they all slowing to match the slowest astrobug, or was three swarms of 500, uh, too much for my comp?
6  Developer / Playtesting / Re: Spelunky! on: January 03, 2009, 11:38:14 AM
I've been trying to figure out how many squares you have to fall in order to take damage.
As in the above image I aimed for the pit labeled fall which is seven squares from point 1.
If I fall from point one and land it the pit I take no damage.
HOWEVER
when I jump from point 2 to 3 and fall down to the pit I do take damage.
Which could mean the fall damage point is eight squares.
What do you guys think?
From what I've seen, when hanging onto a ledge and looking down as far as possible, if you fall and hit the lowest line of block before the edge of the screen, you take damage. If you hit any block before that, you're safe.
7  Developer / Playtesting / Re: Spelunky! on: January 01, 2009, 08:57:21 PM
Experiencing a bug with the climbing glove, where the damsel spontaneously explodes into a bloody puff. Also, random teleportation while walking across the floor, without any teleporter. It looked like lag, but it wasn't.
8  Developer / Playtesting / Re: Spelunky! on: January 01, 2009, 04:51:36 PM
Quote from: Trorbes
Feature:
I've also sometimes seen blood splatter inside spike traps, too, like something tried to spawn there.
You'll see monsters walking along the bottom of spike pits just fine (which you can do too). Then they jump and get impaled. It's fun to watch.
9  Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name on: January 01, 2009, 04:00:55 PM
Quote from: nikechure link=topic=750.msg128962#msg128962
Life among the Grass

Pest Control
Pestered
Environment
Eight Legs

Wait, that last one sounds NSFW.

Go with Pestered?
10  Developer / Playtesting / Re: Spelunky! on: January 01, 2009, 03:54:08 PM
One time there was one of those sometimes pushable blocks in the space above the exit. I was carrying the girl, but she just wouldn't go to the exit while I was carrying her. When I went there myself (while carrying the girl) she got left behind.
Are you sure you weren't lugging around a corpse? You can test this by dropping her. If she gets dazed, that means she's still alive.

EDIT: Heh, the very next game after typing all that left me with another question. Are the shortcuts supposed to be a one-off thing? The previous time I played I opened up the first shortcut and tried it out...and now it's gone. I thought it'd be a constant thing even between games since the money given to the tunnel guy is.
No, that's a bloodcurdling glitch.

I'm fairly certain I've managed to kill a plant before by jumping on it, though.
I've tried many times to kill one by jumping on its head. Its an instant death, no matter what.
Yeah. Very yeah.
11  Developer / Playtesting / Re: Spelunky! on: January 01, 2009, 11:43:51 AM
Gotten worse at the game overnight. Mental note: never sleep, ever again.


On another note, bomb/rope-required passages piss me off, but we get four of each at the start of the game, so I've just got my bombs-away habits to blame.
12  Developer / Playtesting / Re: Spelunky! on: January 01, 2009, 12:41:34 AM



Picked up the idol by accident, then frantically swapped it back for my flare (in a dark level) and ran for cover. The boulder ran across the floor, fell down a flight of stairs, and it was suspended over the exit. I jumped down cautiously. And then I got shot.



Why doesn't the third area have a golden statue?
I don't think you'd want to be screwing around in an area where a floor is not guaranteed...
Quote
Also, yetis & cultists can be really cheap when they throw you and catch you afterwards.
Think of it more as an instant death thing. Then you're lucky to even escape alive. Much more optimistic.
13  Developer / Playtesting / Re: Spelunky! on: December 31, 2008, 11:07:26 PM
Errors
- Carrying a flare while walking on the floor over a shop results in some fluctuation of tint.
- I've seen the carnivorous plants float upwards. At first it looked like it was crawling up the wall, since it was conscious. Then I saw another, unconscious, float up through thin air and off the top of the screen.

Requests!
- Could, while stunned, our intrepid adventurer not attract monsters? If he gets tossed off a cliff, then trampled to death by a frog, it brings out an 'ehh' kind of feeling.
- Seconding a (limited) addendum to healing! Maybe after levels 2/6 or in levels 3/7 you'd be guaranteed to encounter a telephone. It'd cost something, but give you one heart. If there are shops underground, there can be telephones, right?
- In lieu of a shortcut man between areas 3 and 4, I'd like to submit that the main character hacks out a passage to the main menu. It would take something like 30 hacks, and each time he passed by he'd do # hacks equal to his health.
- Every hundred player deaths, some art gets added to the main menu, like a canopy/fireplace/hammock. If the main character's going to die so many times, he'd better make himself comfortable, right?

I gotta say, this game is awesome. If only I could get past level 13! Apoplectic


ETA:
Requests:
- The shortcut to area 3 should totally have a +2 ropes & bombs room.
- If there's an 'Easy Mode' option in the options startup screen, how about giving suboptions for 'Deactivate ghost' and '+4 bombs & ropes'? (Personally I like the ghost, but if some people are targeting their anger at it, an opt-out system works. But it should totally disqualify your score from unlockables.)
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