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Developer / Playtesting / Re: Spelunky v0.99.9
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on: August 03, 2009, 09:58:05 AM
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My wife has almost 700 death already. Well, I cant believe that she is playing computer game... Its beyond belief:))) Derek Yu, congrats for keeping the girl by the keyboard;)
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Developer / Playtesting / Re: Spelunky v0.99.9
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on: July 30, 2009, 07:23:11 AM
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I think i've found bug: When i have spikeboots, normal enemy dies when i jump on him. But not yeti, he suffers no bonus damage.
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Developer / Playtesting / Re: Random-Platformer Demo
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on: July 29, 2009, 02:30:55 AM
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Thx for feedback! 1. The megajump thing is to avoid skipping whole level by the player, by jumping upon everything with just pushing hold-right + up spam. Also megajump may be more efficient if used properly (rather only upon large gaps or high rises). Its rather not for use in every situation. I will think how to improve this feature.. do some tests and we will see! /new walk feature - just added a bit of acceleration at the beginning of walk state/ 2. Knockback - well yeah, this is the individual case of every weapon. Chainsword has no knockback, but it is quickest way to deal damage. Its planned to be quickest and highest DPS weapon, but it require more skill to use. Dont think someone will master the fight skills with only few tries:) There will be stunning hammer, knockbacking powerfist, and sword that has a chance to throw out a distance. Imho everyone will find the weapon for himself, and they will be aviable just after 1st level to buy (if you have money). Its rather hard to discuss yet because chainsword is the only weapon in demo. We will talk about that later! 3. Z key - Keys are planned to be fully configurable. Shift key - Every old-school player is used to shift=run in FPS games of former era. Thats most intuitive for me, but not for everyone - so will be easy option to configure controls. 4. Hitting animation - yeah, i have the same feeling. How to improve it? Maybe you have more ideas? I mean some "air-cut" particles, or another movement of sword? or player animation? Thanks again for feedback, waiting for next posts! 
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Developer / Playtesting / Random-Platformer Demo
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on: July 28, 2009, 11:33:36 AM
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LINK REPAIRED! Hi everyone, i'm making the game sinc few weeks in free time. I have coded the core and it is playable now, however it leaks of only few critical functions. For example - in game shop is not active yet. Game shows some enemies (vary difficult), it will be truly balanced when beta comes in. Refilling HP will be VERY costful in shop, and you will have attack/maxhp/armor/weapon/stamina to upgrade. Every levelup you gain 10% hp and maxhp +1, and attack+1.  I'd like to present the game to you to show how it feels to cut enemies with chainsword. If you push F1, precious info will show up. I only forgot to write there: HOLD SHIFT to RUN. HOLD DOWN, then UP to MEGAJUMPGAME DOWNLOAD LINK:http://sword_runner.republika.pl/AREX_demo.exe I ask for feedback to tell me: - are you enjoying this kind of movement, attack, cutting and collecting? - what would you change to make the game more cool? - would you like to play more MORE levels to see how far you can get wihtout dying and see how much gold can you keep to get on high score? or you dont care anyway. - any comments that you want to give. 90% of graphic is mine, but as i said - not all. Again, its only a demo.
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Community / Townhall / Re: The Obligatory Introduce Yourself Thread
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on: July 28, 2009, 10:50:11 AM
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Hi, im Ar3x and im 24. Im mathematically-retarded so my games are very simple:P i have mathematics! but i love to create: draw, sculpt, write semi-code. Im from Poland, I want you all to have good fun with my games.
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Developer / Playtesting / Re: Spelunky v0.99.8
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on: May 23, 2009, 03:42:05 AM
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feedback:
certainly, most upsetting thing is a key or chest spawned above the level. It could be simply repaired and it would save a lot of nerves.
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Developer / Playtesting / Re: Spelunky v0.99.8
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on: April 22, 2009, 02:47:02 PM
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Hi there. Months passed, and i still like to play spelunky sometimes, but wait: i have beaten kali xx times. I've got to gold city. I've almost all minigames, but i dont use them anyway.
Derek Yu, throw in some endgame content! I mean some survie/arcade mode to keep playing, without the goal of killing giant Kali or localize city.
It could be for example a normal game, but it would return every random level, without dividsion of areas. I mean, it could bring a 1st level in jungle, 2nd in caves, 3rd again in jungle, another in ruins.. All to make it more differentiated, because i dont want to start over again in caves. And i dont want shortcut to ruins, because there are only 3 levels left:(
I would like just to play alot and beat epic records of survival. Is it possible? to make number of levels always x+1 and let me play infinitely? It would be really great, unnlockable after comlpeting the game. Any votes?
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Developer / Playtesting / Re: Spelunky v0.99.8
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on: March 31, 2009, 04:22:04 AM
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Rick Dangerous was the game for 8-bit computers approximately 15 years ago. It's not werid that yooung people dont know it and think its poor or something. It is classic game like mega-lo-mania or prince of persia.
HEY DEREK-YU! I'have just found that YOU are the creator of diabolika!!! man, i was playing it few years ago, and it was one of my favourite casual games!:) few rounds everyday through few months:D Congratz, and im downloading diabolika 2 right now to refresh my memories! :]
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Developer / Playtesting / Re: Spelunky v0.99.8
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on: March 25, 2009, 02:06:14 PM
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hey!!! i wanted to show everyone that after 700+ death I completed the game to the SECRET LEVEL!:D i'd never invent the way how to get it, but I've read on wiki and i just was trying to achieve this goal. I finally made it: http://img18.imageshack.us/img18/9746/goldcity.jpgI feel like Spelunky veteran, and i really cant wait some more content. I understand that there aren't many chances for greater development of the game, however I count for source code and community's creativeness. Thankx for this great ?-> Platformuelike <-? game:D
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Developer / Playtesting / Re: Spelunky v0.99.8
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on: March 24, 2009, 06:01:09 AM
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Derek You promised us more precised list of repaired bugs!  we want to upgrade spelunky wiki! and when will be new version? 
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Developer / Playtesting / Re: Spelunky v0.99.8
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on: March 11, 2009, 07:49:49 AM
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I just noticed you can climb on the Spelunky Logo in the main menu area
/img/
I don't know if anyone else has pointed this out or not but here it is anyways.
LOL point for you, that's phantastic:D
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Developer / Playtesting / Re: Spelunky!
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on: January 15, 2009, 12:11:56 PM
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the game IS AMAZING! I LOVE it, i write again! Finally i'have completed it and threw [SPOILER] into [SPOILER].
DEREK YU, please tell the one thing, write the answer somewhere by the ocassion: are you planning to add more LEVELS/WORLDS?
Your game, in its genius, seems infinite in the capability of evolving. Will there be some dark castles or other stuff? Since the ending sequence rather tells us that it is the end of levels. Like in diablo1 - 16 and over. We all loved diablo1 in every way and wanted it to have twice as many levels, characters, equipment.. i have very similiar feelings of spelunky:) For me the game is pure masterpiece, like diablo1. Just more content..
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Developer / Playtesting / Re: Spelunky!
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on: January 13, 2009, 12:34:03 PM
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Derek, This is one of the best platform games in my life (Im 23 and i play since amiga 500). The key element of replayabilty is random level generation. But spelunky has its own soul, i cant imagine better platform game today. I've played over 350 deaths ( ;> ) since version 0.97. Finally you made a shortcut to area 4 - thats fantastic, but i couldnt beat the game yet! However - i know how to do it, and im still trying:) I have 1 suggestion: make MORE WORLDS. More enemies and traps. This is best game ever, and there are tons of ideas that you can mplement to make it even more replayable! Hey, i have created a platform game in GM7pro, you can download it here: http://sword_runner.republika.pl/ I just wanted to trot out to you:) BEST REGARDS DEREK!!!!
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