hello. i wanted to have a cross-platform non-gamemaker Spelunky Classic for a long time. i tried to rewrite it several times, and i even thought about writing the partial gamemaker emulator to make it work. but it never really came to anywhere… until now! here, i want to present you the result of two monthes of my hard work:
Speluncy:Reborn!
what is it? it is a port (actually, rewrite) of Spelunky Classic to my own custom cross-platform engine. the engine is FOSS, and can be compiled on any system with support for OpenGL 2.1, SDL, and OpenAL. the game itself is written in engine's scripting language (OOP, strong typing). yeah, nothing is hardcoded in the engine itself, everything can be modified/modded without recompilation (but see below!)
what i implemented so far:
the whole Spelunky Classic, including intro and ending sequences. yeah, the game is fully playable, and beatable. also, the port is based on YASM mod, with even more features. the game has in-game menu where you can customize it to your liking — 'cause i believe that a game is made for players, not vice versa. so if somebody wants to cheat, or to change something — he is free to do so: the only thing that matters is players enjoyment.
of course, this is not even a beta, so there are alot of bugs, glitches in mechanics and so on. i am slowly cleaning it up, and changing the source code to make writing mods easier. the final destination is modding without touching the original game source at all (but this is a long way to go, so don't hold your breath).
here, i present you a win32 build of the game. please note that it is «time-bombed»: after one week you will meet an inevitable death after ~30 seconds of playing. this is not because i want to troll you, this is just to stop old and buggy builds to spread. eventually i will not only remove the time-bomb, but will publish the full source of the port.
for now, try it, play it, give your feedback!
some not-so-obvuous things to know:
ESC is pause. from pause screen you can access options menu and key rebinding menu. pressing "s" in pause menu will switch between statistics screens (initially they are empty, it is not a bug; just play and die a little, and you will see 'em slowly filling with data).
F1 is map, and some help screens.
there is no tunnel man yet, so the only way to open shortcuts is to set the checkbox in options menu.
challenge rooms are accessible from the start.
'pay' key can be used to skip intro cutscene, winning cutscene, and inter-level cutscenes (but you can't skip intro cutscene for the first time).
you prolly need something better than intel GPU to run the game. sorry.
i have no windows os (the game is cross-compiled from GNU/Linux).
i have neither joystick, nor gamepad, so the game doesn't support nothing except keyboard controls. sorry.
ok, now, as you read this huge post, you can finally
download the demo!
updated: sep, 05.