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Games => Source => Topic started by: halibabica on April 25, 2010, 01:16:54 PM



Title: Tastes Like Spelunky and Source
Post by: halibabica on April 25, 2010, 01:16:54 PM
(http://img63.imageshack.us/img63/8830/tasteslikespelunky.png)

TLS Full Download (http://rpgmaker.net/games/1922/downloads/1845/)

Already have Spelunky? Get TLS Alone (http://rpgmaker.net/games/1922/downloads/1846/).

Don't want to unlock it all again?  Run the TLS Unlocker (http://rpgmaker.net/games/1922/downloads/1847/).

Want to play old custom levels? You'll need Old TLS (http://rpgmaker.net/games/1922/downloads/4984/) for that.

And, if you squint your eyes really hard, you may recognize some of the original Spelunky in this: TLS Source (http://rpgmaker.net/users/halibabica/locker/TLS_Source.zip)

 - Mechanic Changes -

As as ManTrap, you are able to eat people!  Each person you gulp down gives you 1 more HP.  But there's a catch!  For each person you eat, you have to wait 30 seconds for them to digest.  And secondly, each time you swallow something, it will cost you 1 Bite.  Bites are what I added to make this game unique.  They're a new kind of resource that need to be budgeted just like everything else.

The second purpose Bites serve relates to the new limitations of being a plant-monstrosity.  ManTraps cannot use items.  They're essentially a big pile of vines with a flower-shaped head.  They lack the capacity to make use of the game's many items beyond simply throwing them.  But, if you use a Bite on an item, you'll swallow it and gain its abilities!  Items never digest, and there are three different kinds you can carry at a time.

Weapon-type items replace your standard attack with something more powerful or unique.  For example, swallowing a Shotgun will let you barf bullets in front of you.  Swallowing a Bow lets you spit arrows.  And so forth.

Active-type items enhance your physical abilities in some way.  Eating Climbing Gloves will let you climb walls, eating Spring Shoes will let you jump higher, etc.

Passive-type items benefit you from behind the scenes.  They don't change how the game plays in any way, but offer subtle conveniences to the player.  For example, eating a Parachute will protect you from falling too far.  Eating a Compass will show you the direction of the exit.  None of them affect you physically.

But there's a catch with items, too.  If you eat another item of the same type as one you have, it will replace that item.  You can't stack them.  You can only have one of each type at a time.  Which ones you choose to keep will depend on your play style.

When deciding what items to keep or throw away, bear in mind that every item is part of at least one item combo.  There are 25 different item combos in the game, and they enhance your abilities in new, powerful ways.  You'll just have to experiment to find out what combinations there are.  Or see the spoiler section below!

To eat an object you're holding, stand perfectly still and press 'D' (or whatever button you choose for Bite in the config).

 - Game World Changes -

What need has a ManTrap for trinkets and treasures?  Man-eating plants think with their stomachs, so in this version, all you're looking to collect is food.  That's right!  Every treasure item from Spelunky has been replaced with some sort of meat product.  Gold bars became hot dogs and cheeseburgers.  Gems became meatballs.  Cash became calories!

But what does this mean for the rest of the game?  Well, for starters, you can't spend calories in a shop to buy items, but that's a nice segue into our next section.  ManTraps have a different relationship with the people living in the cave.  A hostile one.

Shopkeepers will not do deals with ManTraps.  They will warn you when you enter their stores, and start firing their Shotguns if you get too close.  You'll have to rob them if you want one of the items in their stock.

Likewise, the Damsel you used to save in Spelunky isn't going to cooperate with a plant that wants to eat her.  She starts running away the moment she spots you.  You can only carry her when she's stunned, so you have to hurt her to pick her up.  If she makes it to the exit in one piece, you'll eat her for free on the way to the next level (without using a Bite or the usual digest time).  If she doesn't make it, then meh.  You can still eat her corpse.

And what of the Spelunker?  The hero from the original version still has his place in this one.  But that place is now as an enemy.  Exactly once per attempt, the Spelunker will appear randomly on any floor of the game.  You never know when you'll see him, but watch out when you do!  He's a very dangerous foe!  The Tunnel Man from the original is in the same boat.  You'll see him once per attempt as well.  Just watch out for his Mattock attack!

 - SPOILERS! -

Shown below in white text are the game's various secrets.  These include the requirements to unlock all the secret doors and editor parts, as well as the various item combos you can find.  For those who just don't wanna do it on their own. :P

Secret Doors

Sun Room: 200,000+ cals
Moon Room: 120+ kills
Stars Room: 10:00- time
Venus ManTrap: 16+ noms
Tunnel ManTrap: all of the above
Custom Start Chamber: 25+ Sun Room noms, 75+ Moon Room kills, and 2:00- Stars Room time

Editor Parts

Lush Cave objects: Lv.5 shortcut
Ice Cave objects: Lv.9 shortcut
Temple objects: Lv.13 shortcut
Secret Solids/Flats: all shortcuts and 200,000+ cals
Secret Enemies: all shortcuts and 120+ kills
Secret Traps: all shortcuts and 10:00- time
Secret Loot/Items: all shortcuts and 16+ noms
Secret Mods: all of the above

Item Combos

Ankh + Death Mask = recreate destroyed foes as bud bombs, vines, or scarabs
Bow + I-Bone Steak = spit infinite arrows
Bow + Pitcher's Mitt = fire bomb arrows by throwing a regular bud bomb or by pressing the bud bomb key
Cape + Kapala = jump extremely high (like a Vampire)
Climbing Gloves + Spider Paste = never lose grip on held objects
Climbing Gloves + Web Cannon = move faster through webs
Compass + Teleporter = teleport where the reticle shows
Compass + Shuriken = shurikens return like boomerangs
Death Mask + Kapala = turns death favor into Kali favor
Dice + Jetpack = jetpack has infinite fuel
Dice + Pistol = fire 1-6 bullets at once
Grappling Hook + Spike Shoes = use the grappling hook in midair
Hamjet + Jerky Sceptre = cavemen worship you on sight
I-Bone Steak + Spider Paste = pull food out of walls
Jordans + Parachute = perform a midair jump
Kapala + Machete = slash in a circle all around you
Lamp + Red Lamp = spit four flares at once
Lamp + Web Cannon = spit a fireball
Mattock + Pitcher's Mitt = swing the mattock while jumping
Mattock + Pitcher's Mitt = spit infinite mattock heads (Tunnel ManTrap)
Meat-Vision Goggles + Ninja Suit = become invisible to cave/hawkmen
Meat-Vision Goggles + Pistol = fire piercing bullets
Meat-Vision Goggles + Shotgun = fire bullets in a set pattern
Ninja Suit + Shuriken = throw infinite shurikens
Shotgun + Spring Shoes = fire/recover faster (like a Shopkeeper)
Spike Shoes + Spring Shoes = bounce higher off enemies and negates fall damage


Title: Re: Tastes Like Spelunky and Source
Post by: smokcheez on April 25, 2010, 01:27:17 PM
Yay! So... this is it?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on April 25, 2010, 01:34:29 PM
Unless you find serious game-breaking errors, yes.


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on April 25, 2010, 01:36:55 PM
I went to the other taste like topic and wonder why you locked it. now I know.


Title: Re: Tastes Like Spelunky and Source
Post by: smokcheez on April 25, 2010, 01:49:29 PM
Must... find... secret!!!!!


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on April 25, 2010, 01:54:57 PM
Must... find... secret!!!!!
already found it, don't know how it's unlocked.

edit:
fount it and know how it's unlocked.

Glitch:

Shop traps can spawn over each other.


Title: Re: Tastes Like Spelunky and Source
Post by: smokcheez on April 25, 2010, 01:56:25 PM
Must... find... secret!!!!!
already found it, don't know how it's unlocked.

edit:
fount it and know how it's unlocked.
How?????!!!


Title: Re: Tastes Like Spelunky and Source
Post by: grieck on April 25, 2010, 01:57:40 PM
Must... find... secret!!!!!
already found it, don't know how it's unlocked.

edit:
fount it and know how it's unlocked.
How?????!!!

Yes, for some reason I can't open the source, how do I unlock it?

I will find out what it is on my own, but I need to find out how to unlock it first.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on April 25, 2010, 02:10:49 PM
Shop traps can spawn over each other.
Elaborate, please.  I already found something I missed anyway, and I'd like to fix it before I update again.  Already.

Plus, I'm pretty sure they can't since it's set so they won't spawn on top of other enemies.


Title: Re: Tastes Like Spelunky and Source
Post by: Known & Unknown on April 25, 2010, 02:13:28 PM
the shoptraps spawn over another's items, sometimes


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on April 25, 2010, 02:14:46 PM
Must... find... secret!!!!!
already found it, don't know how it's unlocked.

edit:
fount it and know how it's unlocked.
How?????!!!

Yes, for some reason I can't open the source, how do I unlock it?

I will find out what it is on my own, but I need to find out how to unlock it first.
It's in oTitle SPOILER:
You have to get a really high score in everything basically.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on April 25, 2010, 02:16:18 PM
the shoptraps spawn over another's items, sometimes
Oh.  Boohoo.  That's very uncommon, but yes, it can happen.


Title: Re: Tastes Like Spelunky and Source
Post by: grieck on April 25, 2010, 02:22:24 PM
Must... find... secret!!!!!
already found it, don't know how it's unlocked.

edit:
fount it and know how it's unlocked.
How?????!!!

Yes, for some reason I can't open the source, how do I unlock it?

I will find out what it is on my own, but I need to find out how to unlock it first.
It's in oTitle SPOILER:
You have to get a really high score in everything basically.

Where in oTitle is it (opened source finally)?


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on April 25, 2010, 02:23:00 PM
make oCustomDoor?

look for something like that, I can't remember and closed it.


Title: Re: Tastes Like Spelunky and Source
Post by: grieck on April 25, 2010, 02:27:13 PM
Nvm, I found it, amazing little gift!


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on April 25, 2010, 02:45:40 PM
Nvm, I found it, amazing little gift!
Little?!  :(

Kegluneq: I know the Spelunky Modification Compendium is on the second page right now, but could you update it to have the TLS link direct to this topic?  This is the last one; I promise.


Title: Re: Tastes Like Spelunky and Source
Post by: grieck on April 25, 2010, 03:07:30 PM
Ok, BIG, but you get the idea. I wasn't talking about it BEING little.

Just how my vernacular goes, imagine it said in an English accent and it'd make more sense.


Title: Re: Tastes Like Spelunky and Source
Post by: Kirby on April 25, 2010, 03:14:44 PM
I can't seem to find it. I found oCustomStart, but not where it says what unlocks it.
Or is it the Tmini1, Tmini2, Tmini3 thing?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on April 25, 2010, 03:26:04 PM
Just how my vernacular goes, imagine it said in an English accent and it'd make more sense.
Ah, okay.  English accents make everything better!  ;D

I can't seem to find it. I found oCustomStart, but not where it says what unlocks it.
Or is it the Tmini1, Tmini2, Tmini3 thing?
tMinis 1, 2, and 3 are your minigame highscores.  So you need a decent score in every bonus room to unlock the door.


Title: Re: Tastes Like Spelunky and Source
Post by: ipwnu1337 on April 25, 2010, 04:14:28 PM
The secret is AWESOME.

Spoiler Alert!

It lets you start the game with any item combination you want!


Title: Re: Tastes Like Spelunky and Source
Post by: Damsel on April 25, 2010, 07:11:43 PM
I keep getting this GAME-ENDING ERROR whenever there is a rushing water level.

ERROR in
action number 1
of  Step Event
for object oPiranha:

Error in code at line 82:
           if (not target.swimming or target.hp <= 0)
                          ^
at position 25: Unknown variable swimming


Title: Re: Tastes Like Spelunky and Source
Post by: Kegluneq on April 25, 2010, 07:15:04 PM
Kegluneq: I know the Spelunky Modification Compendium is on the second page right now, but could you update it to have the TLS link direct to this topic?  This is the last one; I promise.
I've been keeping up to date with your constant thread spawning don't worry.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on April 25, 2010, 07:23:59 PM
I keep getting this GAME-ENDING ERROR whenever there is a rushing water level.

ERROR in
action number 1
of  Step Event
for object oPiranha:

Error in code at line 82:
           if (not target.swimming or target.hp <= 0)
                          ^
at position 25: Unknown variable swimming
Really?  Are you using the most recent version?  As in the one in this very thread?  Because I'm pretty sure I fixed that and I've been through rushing water levels without having any problems at all.  Likewise, I've tested a bunch of different scenarios with piranhas and the things they attack in the level editor, and I've never seen anything go wrong.


Title: Re: Tastes Like Spelunky and Source
Post by: Damsel on April 25, 2010, 07:46:57 PM
I am POSITIVE. Sry. It is not EVER time though. I just played a rushing water level and it worked... I had that prob twice though.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on April 25, 2010, 08:02:20 PM
Hmm...that's weird.  Does the error happen the moment the level starts, or does something happen before it?  Did you notice anything that was the same when both errors occurred?  And sorry I doubted you.


Title: Re: Tastes Like Spelunky and Source
Post by: Kirby on April 25, 2010, 08:07:54 PM
Whenever I start up I get this error, I can skip it but it always happens. I have to hit ignore three times.


___________________________________________
ERROR in
action number 1
of Create Event
for object oScreen:

Error in function real().


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on April 25, 2010, 09:08:24 PM
-_- That thing...

It's a read error in the stats file.  I fixed it in the version that's up now, so a quick re-download should solve it for you.  Though I'm gonna have to update again once I figure out this fish problem...

It's not a game breaker, but it won't track your external stats correctly, so whether you bother or not is up to you.


Title: Re: Tastes Like Spelunky and Source
Post by: smokcheez on April 26, 2010, 05:43:10 AM
I got the same error as damsel symp. but not in a rushing water level... Just regular lush...


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on April 26, 2010, 05:48:02 AM
I figured out what's causing the glitch!

When a caveman (or whatever a piranha is chasing) gets eaten off-screen by a ManTrap (or destroyed in any other way, for that matter), the fish can't detect what happened to the target and the variable is thrown into question.  I also just figured out a solution!  I'll update this soon.

EDIT: Okay, NOW we should be okay.  Should be.


Title: Re: Tastes Like Spelunky and Source
Post by: Kegluneq on April 26, 2010, 10:11:24 PM
So I notice that I can't "rescue" damsels anymore...
And apparently shopkeeps just don't like dying.


Title: Re: Tastes Like Spelunky and Source
Post by: vulture527 on April 27, 2010, 07:14:22 AM
Some shopkeeper errors:

While they "flop around" after knocking them out they are still "affected" by stuff like whips... which would be ok except a "whip" doesn't affect them which causes them to get immediately up...

Also if you shoot one and they are "flopping" and then you reenter their "range of activated" in their shop they immediately get up and shoot you.

basically ... they just pass through critically needed stun-time with these errors


Title: Re: Tastes Like Spelunky and Source
Post by: DungeonPheonix on April 27, 2010, 01:13:22 PM
More a heads-up than anything, but McAfee identified the TLS config as a trojan.

I really should get rid of this thing, given its propensity for false positives and massive resource hogging. They actually put out a virus ID which shut down thousands of XP PCs because it identified a core system program as a virus.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on April 27, 2010, 03:51:16 PM
So I notice that I can't "rescue" damsels anymore...
And apparently shopkeeps just don't like dying.
Er...what?  You can still take Damsels to the exits to 'save' them.  And shopkeepers are no easier or harder to kill than they ever were.  So...what's all that about?

Some shopkeeper errors:

While they "flop around" after knocking them out they are still "affected" by stuff like whips... which would be ok except a "whip" doesn't affect them which causes them to get immediately up...

Also if you shoot one and they are "flopping" and then you reenter their "range of activated" in their shop they immediately get up and shoot you.

basically ... they just pass through critically needed stun-time with these errors
Hmm, that's weird.  I guess we never noticed it before since normal Spelunky shopkeepers have a stun time of .3 seconds.  It's not a big enough problem for me to want to fix.  Besides, you should be careful robbing shops anyway!

More a heads-up than anything, but McAfee identified the TLS config as a trojan.
I have no clue how to even begin to think about considering fixing that.


Title: Re: Tastes Like Spelunky and Source
Post by: Kegluneq on April 27, 2010, 04:38:39 PM
Then I have some bugs to report:

EDIT: Damsel works fine now, perhaps the bug was caused by the bullet?

Damsel didn't seem to want to go into the exit (either by me carrying her, or her walking in on her own accord), or die for that matter. After falling once or twice, getting SHOT with a bullet, and jumped on at least 2 more times, she STILL wouldn't die.
When knocked out, she didn't show the stars animation, just looked dead until she got up and started running.

Shopkeep took at least 1 and a half shotgun blasts to the face, but still wouldn't die.

This was all on my first run, perhaps it'll clear up if I play again.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on April 28, 2010, 09:32:11 AM
Seriously?  In this, the latest version?  Because I could've sworn I fixed that dead Damsel glitch.  I'm also surprised to hear about this shopkeeper thing.  I'll have to...investigate...

EDIT: I've now seen the shopkeeper glitch.  If you shoot him while he's stunned (as in lying perfectly still with the star over his head), then he won't die from a shotgun blast.  He still takes damage, but not as much for some reason.

I haven't seen the zombie Damsel resurface, though.  Was she shot with the Pistol?


UPDATED!  I fixed the issues with bullets not killing shopkeepers, whips un-stunning shopkeepers, and zombie Damsels (I hope).


Title: Re: Tastes Like Spelunky and Source
Post by: smokcheez on April 28, 2010, 01:02:52 PM
Well, so much for this being the "final" version. The .zip file has nothing in it, according to my computer...


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on April 28, 2010, 05:03:10 PM
wait wait... when where there zombie Damsels?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on April 28, 2010, 07:50:19 PM
Well, so much for this being the "final" version. The .zip file has nothing in it, according to my computer...
Wait, wait what?!  Were there still files in it, though?  I checked the uploads on MediaFire, and none of them are 0 kBs.  And would you rather I left this the final version with crappy bugs like Derek did with Spelunky 1.1?

wait wait... when where there zombie Damsels?
It was a glitch I never mentioned.  For some reason, the Damsel's stun counter would cause her to wake up when it ran out even though she was supposed to be dead.  Weird little thing, that.


Title: Re: Tastes Like Spelunky and Source
Post by: Kegluneq on April 28, 2010, 08:36:56 PM
If you're still wondering,
She was shot by the shopkeep's shotgun.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on April 28, 2010, 08:48:09 PM
If you're still wondering,
She was shot by the shopkeep's shotgun.
Okay.  Well, looking at the bullet object, it doesn't seem to matter who fired it (except in my mod where I made a distinction for when you're shot by Spelunker).  It doesn't really matter anymore.  I took out the code that sets the Damsel's stun timer when she's shot, because a single bullet wipes out her hp anyway.


Title: Re: Tastes Like Spelunky and Source
Post by: Kegluneq on April 28, 2010, 09:04:15 PM
I was going to say "no that's not right" until I remembered that Damsels take half damage from everything that's NOT a bullet. :P


Title: Re: Tastes Like Spelunky and Source
Post by: Patrick on April 29, 2010, 03:05:44 AM
I was going to say "no that's not right" until I remembered that Damsels take half damage from everything that's NOT a bullet. :P
Machete.


Title: Re: Tastes Like Spelunky and Source
Post by: Kegluneq on April 29, 2010, 10:14:58 AM
Really, that's news to me.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on April 29, 2010, 10:25:07 AM
Upon closer inspection, she does, in fact, take normal damage from the machete.  I guess you're supposed to have the common sense not to stab/shoot her yourself.  No matter, though.  Corpses are still delicious in this mod.  :o


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on April 29, 2010, 10:38:43 AM
I would just like to take the time to thank you for this mod!

It's epic!


Title: Re: Tastes Like Spelunky and Source
Post by: smokcheez on April 29, 2010, 01:14:39 PM
I would just like to take the time to thank you for this mod!

It's epic!

All hali!

(http://img87.imageshack.us/img87/7362/194017936281562305.png)

Are b-balls supposed to appear by themselves, as in not in crates?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on April 29, 2010, 03:40:07 PM
I would just like to take the time to thank you for this mod!

It's epic!
:D 'Twas a labor of love.

Are b-balls supposed to appear by themselves, as in not in crates?
B-balls occasionally replace rocks when you have the Jordans.


Title: Re: Tastes Like Spelunky and Source
Post by: smokcheez on April 29, 2010, 03:42:56 PM
Oh. Cool!


Title: Re: Tastes Like Spelunky and Source
Post by: grieck on April 29, 2010, 06:59:43 PM
Fun Fact: if you ninja suit along the walls in the ice parts and you filp onto the bottom of a collapsable/fallable thin block...you die.

Incidentally, this bothered me very little as my Ankh promplty put me inside the nearby Moai head.


Title: Re: Tastes Like Spelunky and Source
Post by: Sageofrage on April 30, 2010, 01:24:13 PM
it would have sucked if you didnt have any bites


Title: Re: Tastes Like Spelunky and Source
Post by: Arucard on May 08, 2010, 09:04:11 AM
Hey, I haven't played this (or Spelunky in general) since, well I don't know what version it was a while back.

I just wanted to say good job and congrats for the review and stuff you got. Nice work!


Title: Re: Tastes Like Spelunky and Source
Post by: smokcheez on May 08, 2010, 10:18:23 AM
I forget, what does eating dice do?


Title: Re: Tastes Like Spelunky and Source
Post by: KarjamP on May 08, 2010, 11:03:42 AM
Several Glitches:

1. It's possible to set your lives to 0 in the Level editor, which would result the playable character into having instant death when the level starts.

2. When you die, you leave an invisible corps that would float down while it's in the air. Also, some objects, like the yeti, the falling platforms, the cultist, and the spring pad, would still react to it and even goes as far as, for example, to try to throw the "corps".

To see what I mean about this, please download my variations on the custom level "Rain Dance" (http://www.mediafire.com/?rmztnmunzq4).


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on May 08, 2010, 03:01:42 PM
Hmm.  Never noticed that first glitch before.  It doesn't really matter, though, because you shouldn't be setting your life to 0 anyway.

As for the second, that's almost unavoidable.  Destroying the player object creates tons and tons of problems, so the corpse is necessary (even if you can't see it).  I could go through and fix every little thing that would react to your invisible corpse, but it's not a big enough deal at this phase of development to warrant fixing.

So, thank you, but I won't be correcting those.


Title: Re: Tastes Like Spelunky and Source
Post by: smokcheez on May 08, 2010, 03:06:35 PM
What do dice do?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on May 08, 2010, 03:15:05 PM
They make you lucky, DUH.  :P

More specifically, they:

 - stop spiders and snakes from appearing out of jars
 - stop skeletons from popping up in front of you
 - stop spicy meatballs from coming out of platters
 - improve the chances for good treasures out of platters
 - double the odds of finding (almost) all power ups from crates

Feel lucky yet?


Title: Re: Tastes Like Spelunky and Source
Post by: Known & Unknown on May 08, 2010, 04:02:35 PM
they give infinate fuel to jetpacks, too


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on May 08, 2010, 05:23:00 PM
Well, yes.  But that's another thing entirely.  ;)


Title: Re: Tastes Like Spelunky and Source
Post by: KarjamP on May 09, 2010, 06:51:12 AM
Sorry, Smok Cheez, for stealing the reply from Halibabica. It's just that I wanted to report those glitches (and since I've already posted the Custom Level Pack...).


Title: Re: Tastes Like Spelunky and Source
Post by: YellowAfterlife on May 13, 2010, 08:10:38 AM
A hilarious mod.
Concept and some gameplay elements make me laugh.
But I have a question - is there any 'secure' way to get rid of shop-keepers other than throwing several bombs in from above?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on May 13, 2010, 09:40:12 AM
There's no right way to deal with Shopkeepers anymore.  What I usually do is run in, jump on him, grab what I want and bail before he wakes up.  If there's more than one item you wanted to steal, then I can't help you.  They've killed me every time I tried for another.  :'(


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on May 13, 2010, 09:49:02 AM
I have a way to get rid of shopkeepers for more then one item, but it's risky.

Anyway, posting a mod this tonight, should I post it here or...


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on May 13, 2010, 10:02:40 AM
I would give mods of TLS their own topics.

Geez, are we really at the point of mods of mods already?  :o


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on May 13, 2010, 10:13:56 AM
Dude, I already made a mod of a mod of a mod I made.

(I just didn't post the frist one.)

And two mods crossed together, on of which is a mod of of a mod of mine and the other one is a mod of a mod I stole.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on May 13, 2010, 10:45:40 AM
But now we're doing mods of epic mods.  :P


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on May 13, 2010, 11:22:20 AM
ARE YOU SAYING MY MODS ARE NOT EPIC!?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on May 13, 2010, 11:33:14 AM
I dunno.  Talk to Kegluneq about that, maybe.   :-X


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on May 13, 2010, 11:51:49 AM
Spelunky de bomb is nothing if not epic. (epic sizes of the booms at least)


Title: Re: Tastes Like Spelunky and Source
Post by: vulture527 on May 13, 2010, 08:52:33 PM
There's no right way to deal with Shopkeepers anymore.  What I usually do is run in, jump on him, grab what I want and bail before he wakes up.  If there's more than one item you wanted to steal, then I can't help you.  They've killed me every time I tried for another.  :'(

Actually bud-bombs work well. Stand just outside the sign, press x and count to 3, right after you say three (so it's like in between 3 and 4) you throw it and immediately pull back and then jump up or behind cover. This generally kills the shopkeeper allowing you to take everything + his shotty. Well worth 1 bug bomb. PS: If you hold till the 4 count it will detonate before he runs into the blast maybe even hit you, if you release to early on 3 then sometimes they will pass it.

Also if you steal spiked shoes and have the high ground you can generally just jump like 4 times on him. Of course stealing a shotty or pistol will allow you to shoot back.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on May 14, 2010, 06:22:31 AM
Well, yeah, you can always blow him up, but that is much more difficult.  I almost never find a shop where I need more than one item, so the grab 'n run tactic works best for me.


Title: Re: Tastes Like Spelunky and Source
Post by: hyperme on May 19, 2010, 12:30:18 PM
The Star Room needs the ability to suicide.  NOW!  It is irrating to mes up and have wait to telefrag yourself if you screw up the first part.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on May 19, 2010, 01:57:20 PM
Just be glad the trickiest enemies are first!

Though I will admit this bugs me, too.  It's not a big enough problem to update over, though.


Title: Re: Tastes Like Spelunky and Source
Post by: hyperme on May 21, 2010, 12:09:11 PM
Woo!  I unlocked the special reward.  It is great for messing about.


Title: TLS UPDATE!
Post by: halibabica on May 22, 2010, 09:33:53 AM
It's even better playing as the Venus ManTrap.  Health boost + free items = good times!

UPDATE!  I had to change a few things.  The Alien Ship now works a little differently in the TLS Editor.  Corner tiles change automatically to fit walls and ceilings.  The extra tiles were removed from the editor, too.

I also added the Water Under-Water tile from Editor Plus.

Finally, F1-suicide was added to the minigame rooms.

Happy times!  ;D


Title: Re: Tastes Like Spelunky and Source
Post by: Known & Unknown on May 22, 2010, 10:14:18 AM
when I put the entrance in water, and play,
I get an error and it puts me to the win screen


___________________________________________
ERROR in
action number 1
of  Step Event
for object oLevelEditor:

Error opening file for writing.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on May 22, 2010, 10:29:05 AM
when I put the entrance in water, and play,
I get an error and it puts me to the win screen


___________________________________________
ERROR in
action number 1
of  Step Event
for object oLevelEditor:

Error opening file for writing.


That's...I don't know what's up with that.  I just tried it myself, and the game loaded fine.  Were there any ship parts in the level?


Title: Re: Tastes Like Spelunky and Source
Post by: Known & Unknown on May 22, 2010, 10:43:39 AM
no, no ship parts


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on May 22, 2010, 10:54:55 AM
I'm having trouble figuring out what went wrong.  Could you take a screenshot of the setup that got you the error?


Title: Re: Tastes Like Spelunky and Source
Post by: Known & Unknown on May 22, 2010, 11:50:17 AM
(http://img153.imageshack.us/img153/5646/setupthatkillstls.png) (http://img153.imageshack.us/i/setupthatkillstls.png/)


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on May 23, 2010, 07:43:52 AM
I have no clue what's wrong.  I made the exact same setup as the picture, and it loaded just fine.  Are you still getting the error?


Title: Re: Tastes Like Spelunky and Source
Post by: Known & Unknown on May 23, 2010, 08:00:20 AM
Yes


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on May 23, 2010, 03:24:26 PM
I'm gonna be totally honest, I have no freaking idea what's going wrong.  Does the glitch occur when you put other things underwater?  Are you able to load levels normally otherwise?  If you remove the water-under-water tiles, does it work like it should?  I need you to narrow it down a whole lot, because I'm not getting any errors on my end.


Title: Re: Tastes Like Spelunky and Source
Post by: Known & Unknown on May 23, 2010, 04:33:13 PM
actually, after testing, it doesn't matter what blocks you place, I always get the error
 >.<


Title: Updated AGAIN
Post by: halibabica on May 27, 2010, 08:47:06 PM
I don't know what to do.  It works fine for me!  Is anyone else having the same problem?  I'll reupload it if I have to.

EDIT: I had a couple other people download this to see if they had any editor troubles, and everything worked just fine for them.  I think you may just need to re-download it, Unknown ManTrap.

EDIT EDIT: I updated again with a few other things that needed fixed.  Ghost Chef was showing up too soon with the Ghost Timer, the trap button was randomly disappearing, and the secret door had a problem in the level editor.  Plus, Red Lamps were still setting off traps.  But NOT ANYMORE!


Title: Re: Tastes Like Spelunky and Source
Post by: vulture527 on May 27, 2010, 10:45:24 PM
Is the star room supposed to kill you if you are under the "starting ground level" after you kill the meat-statue?


Title: Re: Tastes Like Spelunky and Source
Post by: grieck on May 27, 2010, 10:54:26 PM
Yup.


Title: Re: Tastes Like Spelunky and Source
Post by: TyrOvC on June 06, 2010, 08:06:42 PM
I got tired of having to restart from the beginning in series of custom levels (since playing through the same two static levels 80 times to reach the third static level, dying, then having to play through the first two static levels to get to it again is not near as fun as playing through random levels each time!), so I grabbed the source and made a patch that adds the functionality to start over custom levels when you die. (Only custom, adding it to the main game would go against it's rougelike spirit.)

http://rpgmaker.net/users/GameOverGamesProductions/locker/TLS_Custom_Levels_Restart_Patch.zip

Just run it and point it at the directory that contains the current version of the TLS executable.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on June 07, 2010, 01:32:55 PM
 :P Hey ol' buddy ol' pal from RPGMaker.net!  Thanks for bringing your patch over here!

Though I don't know how relevant it'll be since I plan on updating so soon!  Since this is such an AWESOME patch, I'm making it part of the full version and fixing a couple of annoying bugs I noticed along with it!  I'll keep you folks posted!

EDIT: I'm sure you guys can guess what this thing does:

(http://img576.imageshack.us/img576/1527/72931272.png)

I used the symbol '9' for it.  About time that number did something...


Title: Re: Tastes Like Spelunky and Source
Post by: grieck on June 07, 2010, 09:24:50 PM
No, no I can't. Is this meant to scroll?


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on June 07, 2010, 10:17:08 PM
I have no clue what that thing does.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on June 08, 2010, 03:23:17 AM
I'll give you a hint: it's related to the patch TyrannicalOverlordC just posted...


Title: Re: Tastes Like Spelunky and Source
Post by: Hayden on June 08, 2010, 05:27:53 AM
I should have a new laptop soon and when I do ill make the most epic-tocious level ever, assuming my skill hasn't been draied over time. Be ready. :)


Title: Re: Tastes Like Spelunky and Source
Post by: hyperme on June 08, 2010, 10:05:05 AM
It's a checkpoint, you fools!


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on June 09, 2010, 09:10:51 AM
It's a checkpoint, you fools!
(http://img217.imageshack.us/img217/2489/54642078.png)

The new version is up!  Put those checkpoints to good use!  Or put them to bad use. May you never have to torture yourselves to finish a level again!


Title: Re: Tastes Like Spelunky and Source
Post by: Amoz on June 14, 2010, 04:25:14 AM
The game has now crashed on me twice in the last level.
I think it has something to do with me using the death mask.
Here's a screenshot of the error message:
(http://img180.imageshack.us/img180/4634/tlscrash.th.png) (http://img180.imageshack.us/i/tlscrash.png/)

Thought you'd maybe want to know.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on June 14, 2010, 08:09:42 AM
o.O Whoops!  Yeah, that's not because of the Death Mask, but rather because of its combo with the Ankh.  Scarabs never appeared on the final level before, so they're missing the variable that indicates how much they're worth when picked up.  Did you get this same error both times?


Title: Re: Tastes Like Spelunky and Source
Post by: Amoz on June 14, 2010, 11:13:33 AM
I think it was the same. Didn't really read it the first time.

But it happened when I used a death mask back then too.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on June 14, 2010, 11:31:52 AM
And Ankh?  There shouldn't be a problem with the Death Mask by itself.


Title: Re: Tastes Like Spelunky and Source
Post by: Amoz on June 14, 2010, 11:45:40 AM
I can't remember exactly, but most likely yes.

What does death mask + kapala do exactly btw?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on June 14, 2010, 12:04:17 PM
It turns death favor into Kali favor.  You become a walking sacrifice altar, basically.  Of course, the people you kill aren't worth as much that way, but it hardly makes a difference.


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on June 14, 2010, 12:07:32 PM
We got a glitch. check points turn music back on when you try and turn it off. I can't play music from while dieing a lot in your levels!


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on June 14, 2010, 12:52:53 PM
Whoops.  Thing is, the checkpoints have to manually restart the music because the game won't do it on its own (and sometimes it still fails to start the music playing again).  That's probably easy enough to fix, though.


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on June 14, 2010, 01:02:23 PM
Whoops.  Thing is, the checkpoints have to manually restart the music because the game won't do it on its own (and sometimes it still fails to start the music playing again).  That's probably easy enough to fix, though.
Thanks a lot. I figured it was something like that.

oddest thing it seems to restart after TWO times of dieing.


Title: TLS: Another Update?!
Post by: halibabica on June 17, 2010, 09:18:58 AM
Okay, I updated TLS again!  I fixed the bug with the Scarabs, all border-related problems, and the random item-door-hider-thingies.

If you find any more broken stuff, tell me!  I can't guarantee they'll be fixed immediately, but I love squishing bugs!

And, hyperme, if you want any help with level editor stuff, just let me know!  I haven't exactly made it easy for you... :'(

EDIT: I changed more stuff!  I know, I suck.  But maybe you'll forgive me...

(http://img535.imageshack.us/img535/4158/altarh.png)

You know how objects with brackets work, right?


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on June 18, 2010, 11:14:50 AM
Oh wow that is... EPIC

you can pick what it gives?

what happens a 2nd time?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on June 18, 2010, 11:25:20 AM
Oh wow that is... EPIC

you can pick what it gives?

what happens a 2nd time?
It gives whatever two items you tell it to.  If you specify nothing, it gives a random item followed by the Kapala.  Either way, rewards beyond the first two are the same.


Title: Re: Tastes Like Spelunky and Source
Post by: hyperme on June 18, 2010, 12:38:15 PM
My Brain.  Out of it.  Now.

Yeah I'll just 'borrow' your Source code for the harder to code things.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on June 18, 2010, 07:51:35 PM
Did I steal your idea, hyperme?  ;)


Title: Re: Tastes Like Spelunky and Source
Post by: hyperme on June 19, 2010, 05:46:52 AM
Custom Altars?  I was thinking about adding them.  And then you did.


Title: Re: Tastes Like Spelunky and Source
Post by: eguee on June 19, 2010, 08:51:54 AM
Can you please please make it able to select the item that minibosses drop? I was thinking of making an Ascent 2, with minibosses.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on June 19, 2010, 10:12:29 AM
 :-\ I don't wannaaaaaaaaaaaaaa!  Isn't it enough you can control whether they drop items at all?


Title: Re: Tastes Like Spelunky and Source
Post by: hyperme on June 20, 2010, 12:58:53 PM
Where is the checkpoint life bringing back to code stored?  I need to put the Point of Check into Editor Plus, because I want to.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on June 20, 2010, 03:07:35 PM
Part one of it is in the checkpoint itself, and part two is in the player's step event.  It's a bunch of code under the 'Game Over' section.  You'll also need to change some things in oGame's draw event.

And, if you want automatic checkpoints at the start of each level, put the save_game thingy from the checkpoint object at the end of the level loading script.


Title: Re: Tastes Like Spelunky and Source
Post by: Dudemaster on June 20, 2010, 04:53:23 PM
Terribly sorry I have not reviewed this! I will as soon as MediaFire is up again! I played TLS waaaaay back when the modification was at version 3(?) I think. I promise you a review of it as soon as I play through this version! I want to get my writing skills back up to scratch again, so I need a big kick up the butt in the form of your mod to get writing again!


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on June 20, 2010, 05:03:49 PM
Oh, that's no trouble at all.  MediaFire's working for me, so you should be able to get it now.  It's lagging an awful lot, though.


Title: Tastes Like Spelunky Editor Xtreme?
Post by: TyrOvC on June 21, 2010, 12:43:05 AM
So, I've finished splitting solid tiles, passable tiles, and everything else into three separate layers (so such things as sticking items underground wherever you want, and putting things underwater is a breeze now!), and compatibility for old level formats is completely worked in. I'm also planning on adding the ability to choose exactly the objects that trap triggers trigger.

Expect to see this whenever I am satisfied with my bug hunting! (and if Hali accepts this into the main build.)


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on June 21, 2010, 04:57:06 AM
*hangs head and sighs audibly

I don't know whether to congratulate you or get annoyed.  If you're really willing to go the extra mile for this, then fine.  Just make sure you're using the most up-to-date source.

EDIT: We may as well make minibosses drop whatever the heck we want while we're at it.  The script I added, scrMakeItem, works with altars and treasure chests already; I just need to incorporate the same variable junk into enemies.


Title: Re: Tastes Like Spelunky and Source
Post by: hyperme on June 21, 2010, 09:09:58 AM
No.
How much stuff do we need?  There is a line.  People have been dragging me over it for months.
It seems as if no one noticed my Caps-Locked, rage filled post.  Extra Layers and custom miniboss drops are way out.   You get defalt drops, or no drops.  And linking idol traps goes right over the other line, of just being pointless.  They work with perfection.

EDIT:  And where's the gameover section?


Title: Re: Tastes Like Spelunky and Source
Post by: TyrOvC on June 21, 2010, 12:07:19 PM
There's never an uncrossable line to the amount of quality stuff that can be added. That's why people release the source code!

Of course that's where you end up with bloated abandoned projects that will never get finished, but that's another matter.


Title: Re: Tastes Like Spelunky and Source
Post by: hyperme on June 21, 2010, 12:13:07 PM
Layers are bloody unessarary.  Now I've seen the item make script, I can live with custom boss items, but layers are too much trouble.

Yeah, I'm making Editor Plus, and i have a short temper for pointlessness.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on June 21, 2010, 01:39:01 PM
To a certain extent, I agree with hyperme.  The underground item/exit hiders and water-under-water were good work arounds for the layer issue, and having multiple ones really doesn't seem necessary.  But now that I'm more familiar with how the game handles these levels, it's really not as difficult to make as it seems.  We* are going to figure out multiple layers in a way that (hopefully) doesn't suck to use (or replicate).

Also, the 'game over' section is in the character's step event.  Somewhere around line 400 in TLS' source.  I can't remember if it's the first part or second, though...(attacks are 3rd section, bites are 4th)

*TyrannicalOverlordC


Title: Re: Tastes Like Spelunky and Source
Post by: hyperme on June 21, 2010, 01:56:45 PM
Yay.  Also, Gonna put an annoucement in my thread.  Check it.

It uses e, and looks like a Red Skull Block.


Title: Re: Tastes Like Spelunky and Source (Major Editor Upgrade!)
Post by: halibabica on June 28, 2010, 06:08:54 PM
Okay!  So, it took me 9 straight hours, but I managed to get this newest version of TLS fully functional!  The editor now features three layers and drag boxes.  I also added the boss blocks from Editor Plus and allowed minibosses to carry specific items.  I worked really hard on this, so I hope you guys like it!  Just watch out for that level load lag. o.O


Title: Re: Tastes Like Spelunky and Source (Major Editor Upgrade!)
Post by: ipwnu1337 on June 28, 2010, 06:15:00 PM
How much time do you have on your hands?


Title: Re: Tastes Like Spelunky and Source (Major Editor Upgrade!)
Post by: TyrOvC on June 28, 2010, 06:16:22 PM
*Takes a bow*

That increased level load lag mainly only effects the editor's test playing due to how inefficient offloading all of the code, loading the code, then reloading the code into the level editor is over.  General level play through isn't that much worse.

Also gosh, 9 hours? I would've helped to refine it more in the direction you wanted you know!


Title: Re: Tastes Like Spelunky and Source (Major Editor Upgrade!)
Post by: halibabica on June 28, 2010, 07:05:08 PM
How much time do you have on your hands?
It was a nice day off...

I would've helped to refine it more in the direction you wanted you know!
Well...I like to see things through personally.  You can still add the copy-paste stuff you were thinking about if you want.


Title: Re: Tastes Like Spelunky and Source (Major Editor Upgrade!)
Post by: Dudemaster on July 01, 2010, 10:14:14 AM
[Sorry, but I simply cannot beat the game... therefore you get no review I am afraid...]

Is this new version compatible with levels previously created in Tastes Like Spelunky? There may be some problems considering the 'reforms', if you will, that you have made to the level editor. I still have poor understanding of the updates because I have not downloaded the new release, but I suppose they have something to do with the level editor...


Title: Re: Tastes Like Spelunky and Source (Major Editor Upgrade!)
Post by: halibabica on July 01, 2010, 10:24:44 AM
It is compatible with all levels, including editor plus and old TLS ones.  The only levels I ever played that weren't compatible were a couple made in Evil Death Spelunky (which was beyond the scope of my aim anyway).

Also, wah wah.  No review for me. :(


Title: Re: Tastes Like Spelunky and Source (Major Editor Upgrade!)
Post by: marsgreekgod on July 01, 2010, 10:44:10 AM
It is compatible with all levels, including editor plus and old TLS ones.  The only levels I ever played that weren't compatible were a couple made in Evil Death Spelunky (which was beyond the scope of my aim anyway).

Also, wah wah.  No review for me. :(
If I knew what I was doing, I would add all the stuff from this to gates of hell.


Title: Re: Tastes Like Spelunky and Source (Major Editor Upgrade!)
Post by: Chowder on July 07, 2010, 08:57:13 AM
  TSL is great, thanks, but i think it's harder than normal spelunky, or other mods
  I'm not new with spelunky just in the forum
  It is just me or TSL really is harder? ???


Title: Re: Tastes Like Spelunky and Source (Major Editor Upgrade!)
Post by: halibabica on July 07, 2010, 09:07:56 AM
Depends on what you think is hard.  Most things work exactly the same as they did.  Shopkeepers don't drop their shotguns anymore, but they stay stunned longer.  Also, Spelunker and Tunnel Man can really mess you up if you're not careful.  You start with 1 less HP than normal, but you can eat people to recover more easily.

So, I guess some things are harder, but they're balanced out by other things.


Title: Re: Tastes Like Spelunky and Source (Major Editor Upgrade!)
Post by: Chowder on July 09, 2010, 04:25:57 AM
 Is really hard to kill the Spelunkyer (especially when he has the bow) he has always killed me and I can't pass the jungle levels, at least I pass two of them but at third I die even if I have pretty much experience in this game...


Title: Re: Tastes Like Spelunky and Source (Major Editor Upgrade!)
Post by: halibabica on July 09, 2010, 06:12:57 AM
I die more in the jungle than anywhere else even in regular Spelunky.  It's where you should be most careful, I think.

Anyway, a survival tip or two: if Spelunker is giving you trouble, try throwing something at him before he notices you, then run up and eat him before he can wake up.  Likewise, if you're in the jungle and low on health, track down and eat a caveman.  Bites are extremely useful this way, and there's no excuse not to use them.  Also...saving Damsels is much more difficult now, but if you get them to the door, you can eat them for free on the way to the next level.


Title: Re: Tastes Like Spelunky and Source (Major Editor Upgrade!)
Post by: marsgreekgod on July 09, 2010, 09:06:07 PM
Glich, larges parts of your level is delated if you try and put a npc man trap on layer 2 or 3.


Title: Re: Tastes Like Spelunky and Source (Major Editor Upgrade!)
Post by: TyrOvC on July 09, 2010, 09:23:15 PM
You'll need to be more specific then that. I can place NPC mantraps in multiple layers without anything disappearing, or being added, so far as I can tell.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on July 10, 2010, 04:15:23 AM
By any chance, mars, did you have the NPC ManTraps located on the exact same square in layers 2 and 3 as in layer 1?  Because the game can't assign messages (or entrances/exits) properly if more than one of them is in the exact same place.  If not, show me what you did and what went wrong so I can fix it before this next release.


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on July 10, 2010, 09:51:52 AM
By any chance, mars, did you have the NPC ManTraps located on the exact same square in layers 2 and 3 as in layer 1?  Because the game can't assign messages (or entrances/exits) properly if more than one of them is in the exact same place.  If not, show me what you did and what went wrong so I can fix it before this next release.
Nope, it was over a "make the floor not exist" on layer 1, nothing on layer 3 (My level was very full)


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on July 10, 2010, 09:54:03 AM
They were under a solid?  Can you show me in a screenshot instead?

Oh, you mean they were under the mod thing that blows out the floor for a bottomless pit, huh?  Weird.  I'll look into it.  What'd REALLY help is the error message you got when it occurred.


Title: Re: Tastes Like Spelunky and Source
Post by: MR.X on July 11, 2010, 08:01:26 AM
This is an awesome mod, but the stats.txt file is still not working perfectly. There is still no way to get death by explosion or boulder.


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on July 11, 2010, 11:12:57 AM
They were under a solid?  Can you show me in a screenshot instead?

Oh, you mean they were under the mod thing that blows out the floor for a bottomless pit, huh?  Weird.  I'll look into it.  What'd REALLY help is the error message you got when it occurred.
No error messege, my level just went away. It just wasn't there when I loaded (I saved and quit right after that, then remembered something and went back to edit it, my level was gone from that point under.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on July 11, 2010, 03:29:36 PM
This is an awesome mod, but the stats.txt file is still not working perfectly. There is still no way to get death by explosion or boulder.
Uh, tls writes its own stats file called 'tls-stats'.  Explosions most certainly do register in there (I know because I've had a few), but I haven't fixed the boulder thing yet.  The only reason I know it was broken is because I investigated after your other topic. ^^;

my level was gone from that point under.
I gotta say, that is really weird!  It shall be scrutinized!  Though does it work if you DON'T have them under the mod object?


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on July 11, 2010, 07:36:38 PM
This is an awesome mod, but the stats.txt file is still not working perfectly. There is still no way to get death by explosion or boulder.
Uh, tls writes its own stats file called 'tls-stats'.  Explosions most certainly do register in there (I know because I've had a few), but I haven't fixed the boulder thing yet.  The only reason I know it was broken is because I investigated after your other topic. ^^;

my level was gone from that point under.
I gotta say, that is really weird!  It shall be scrutinized!  Though does it work if you DON'T have them under the mod object?
To be honst I am kinda scared to test, I already lost death mask level 2 times.. (the frist for other stupid reasons)


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on July 11, 2010, 08:00:04 PM
Oh, wait!  So, it's not writing the file correctly?  When you try to save, it doesn't put down everything?


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on July 11, 2010, 10:46:39 PM
Oh, wait!  So, it's not writing the file correctly?  When you try to save, it doesn't put down everything?
The level was saved, I edited, came back mer moments later, and it was half gone.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on July 12, 2010, 05:22:14 AM
Hmm...there's either something wrong with the way it's writing the data for the .lvl and .tls files, or it's reading them incorrectly while loading.  Spare your Death Mask level from experimenting with, but make a copy of it instead and try to get the glitch to happen.  When/if it does, open the two files and see if everything is there.  The .lvl should have all the usual stuff and the .tls should have the bite number and mantrap message number followed by blocks for layers two and three.  If any of that stuff's missing, it didn't write correctly.  If it's all there, the game didn't read it correctly.


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on July 12, 2010, 11:56:15 AM
Everything seems to be there... I tried to load the level once more

error:
Quote
___________________________________________
ERROR in
action number 1
of Key Press Event for <any key> Key
for object oLevelEditor:

Error in code at line 146:
                                       obj.leadsTo = exitNames[exitNamesID];
                                                     ^
at position 52: Unknown variable exitNames or array index out of bounds

the buttons are missing. level seems to play normally at least when I got rid of the darkness that the man trap was under..

re loading makes everything normal when darkness is gone.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on July 12, 2010, 07:51:11 PM
Hmm...exit names is related to the entrances/exits of the level.  Where do you have them placed, and are they underneath anything on other layers?


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on July 13, 2010, 11:09:03 AM
Hmm...exit names is related to the entrances/exits of the level.  Where do you have them placed, and are they underneath anything on other layers?
Trying to upload levels here, it might be easyer...

http://www.mediafire.com/?znvyjw4dmdzjmrj

http://www.mediafire.com/?umhj2mhy5gn2ymn

I have remade this level a lot better, but the fact this glich happens...


Title: Re: Tastes Like Spelunky and Source
Post by: Dragonman1998 on July 13, 2010, 11:45:03 AM
Hi I'm new to these forms and I was just wondering, will TLS ever be coming to mac. Because I really like the Spelunky games and mods and I know that Spelunky is going to be available on the mac soon so I was wondering if TSL will be available as well.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on July 13, 2010, 11:57:32 AM
To be honest, I don't know how to make that work.  I know there's a program Macs can use to run .exe's, but I don't have the means to make it compatible myself.

EDIT: Mars, I have no idea how your level got screwed up, but it saved and loaded just fine for me after I fixed the place in the file where the number of doors was listed incorrectly.  Also, your level is missing an oven mitt.


Title: Re: Tastes Like Spelunky and Source
Post by: Pteriforever on July 13, 2010, 06:15:22 PM
This mod is really awesome. My vora senses re satisfied.


Title: Re: Tastes Like Spelunky and Source (Even More Better Editor Thingy!)
Post by: halibabica on July 13, 2010, 07:20:25 PM
Okay, the now more super-amazing powerful editor nobody's using is up, along with some other new stuff, too.

Now, you can hold spacebar to make all layers transparent.  Also, pressing tab brings up a menu that lets you select tiles from the drop arrays.  It's UNBELIEVABLY HANDY!

Also also, the de-itemizer is included and fully functional, as well as the small and large gold piles for underground.  You will no longer find any buried food you didn't put there yourself.

Trigger traps now work a little differently.  They're all relative to their proximity to the trigger.  Objects within six squares of a pressed button or grabbed item will be set off.  If multiple buttons are present, only traps closest to the pressed button will go off.  That means you can control what traps are set off more easily!  It's also now possible to set off multiple boulder traps at once!  And I fixed those stupid trap doors so they raise you up from below and smash you from above.

So, get out there, and use this freakin' thing already.  I didn't put in all these cool features for them to go unused!  And BESIDES, you'll never get through TLSMV without the latest edition...


Title: Re: Tastes Like Spelunky and Source (Even More Better Editor Thingy!)
Post by: marsgreekgod on July 13, 2010, 07:22:04 PM
I am useing it! I just haven't been in to mood to make hell yet.

But now I am working on evil death gates of hell once more, I am in the mood to make something with this!


Title: Re: Tastes Like Spelunky and Source (Even More Better Editor Thingy!)
Post by: Moloch on July 13, 2010, 09:39:17 PM

I've been in the situation several times where I'm trying to quickly grab and eat a stunned enemy before they wake up, but I can't pick them up because an item is at the same position (say you jump on the splelunker and he drops his machete where his body lands, or there is a jar or something there), and they wake up as I'm moving stuff to the side (it's a bit easier with items you can just throw).
It makes sense in the original game to pick up objects first, but maybe in TLS the pickup priorty could be: check for stunned and edible enemy (if player has bites and room in stomach), then items, then any other stunned/dead enemy.
This would also be helpful in situations where there are a pile of bodies on the ground, all are dead but one, you would want to pick up and spend your bite on the stunned one to get him out of the way.

Also.. is there a way to get rid of a weapon that's in a slot? I ate a web cannon and regretted it a few seconds later.

Looking forward to trying the updated editor.


Title: Re: Tastes Like Spelunky and Source (Even More Better Editor Thingy!)
Post by: halibabica on July 13, 2010, 09:46:27 PM
I've been over the 'picking up enemies vs. picking up items' thing before, and I'm gonna stick with the answer I gave last time: deal with it.  It might be more convenient if you always picked up exactly what you aimed to, but since when were roguelikes designed to make your life easier?  You already have to be careful to survive, so this is no exception to me.  Besides, you can turn Spelunker's short stun timer against him by being ready to attack again swiftly.

Anyway, to get rid of an item you ate, you must find another item of the same type.  So, to lose a web cannon, you need to find another weapon to take its place.  I took steps to make some items more useful so it's never a waste to eat them, though.


Title: Re: Tastes Like Spelunky and Source (Even More Better Editor Thingy!)
Post by: Moloch on July 14, 2010, 07:49:11 AM
Also, pressing tab brings up a menu that lets you select tiles from the drop arrays.  It's UNBELIEVABLY HANDY!

I played with the editor a bit last night, and this feature alone is EPIC to me.. I really hated trying to find what i was looking for with the scroll-wheel.

EDIT: Anything I delete with the drag-selection box comes back after I save/test.


Title: Re: Tastes Like Spelunky and Source (Even More Better Editor Thingy!)
Post by: halibabica on July 16, 2010, 05:35:50 AM
EDIT: Anything I delete with the drag-selection box comes back after I save/test.
Haha, really?  I'll have to ask TyrranicalOverlordC about that.  He's the one who coded the drag boxes.


Title: Re: Tastes Like Spelunky and Source (Even More Better Editor Thingy!)
Post by: TyrOvC on July 16, 2010, 10:24:30 PM
So, I'm working on extensive bug fixing right now.  I think I've tracked down the bug that bricked Mars's death mask level, and I've discovered a couple of other things.  If ya'll would post any bugs you encounter with as much description as you possibly can it would be a big help. Most of the bugs I'm finding right now are related to the new level file format (sorry Hali, but that format I showed you ages ago might have been more difficult to make compatible, but it was way less of a headache!)  Static data after variable amounts of data make offsets way harder to keep track off, and introduces those little hard to find but deadly bugs.

Also, I'm tired of running through checkpoint signs and off of a cliff, only to respawn two pixels over spikes!  Do you mind if I get rid of the delay the checkpoints have with saving, Hali (if you want I can still make it to where it only does the animation once)?


Title: Re: Tastes Like Spelunky and Source (Even More Better Editor Thingy!)
Post by: halibabica on July 17, 2010, 04:36:02 AM
Um, I'm not sure what you need to do to make the new file format work better, but I'd like to keep the files as close to what they currently are as possible.  The only variable data trouble should be coming from entrances/exits being counted incorrectly and the number of mantraps present in the level.  I'd rather you not overhaul the file format and find a way to fix it as-is.  I've never had a problem with it myself, so I don't know what's up.

Also, I like that the checkpoint must turn completely around before saving for two reasons.  First, it stops the checkpoint from turning around again when the game reloads.  Second, it requires that the level creator (and player) use more discretion in where and how they're used.  But, if you can make it so it saves immediately and doesn't continue spinning/dinging when the level reloads, I guess that'd be okay.  Not that this could ever stop people from putting checkpoints over spikes or something anyway.


Title: Re: Tastes Like Spelunky and Source (Even More Better Editor Thingy!)
Post by: Moloch on July 17, 2010, 08:38:21 AM
The de-itemizer is not visible in the editor after you save/test, but is still there when you play the level.



Title: Re: Tastes Like Spelunky and Source (Even More Better Editor Thingy!)
Post by: halibabica on July 17, 2010, 09:52:49 AM
I was waiting for someone to spot that.  I fixed it in the most recent version, so re-downloading it fixes the problem.


Title: Re: Tastes Like Spelunky and Source (Even More Better Editor Thingy!)
Post by: TyrOvC on July 17, 2010, 11:38:36 AM
Oh, I wasn't going to change the file format.  Just going through and fixing problems with saving and reading from it.

And there's an updated copy of the source up?


Title: Re: Tastes Like Spelunky and Source (Even More Better Editor Thingy!)
Post by: halibabica on July 17, 2010, 12:05:05 PM
there's an updated copy of the source up?
As always!  And thanks for leaving the way it writes files the same.


Title: Re: Tastes Like Spelunky and Source (Even More Better Editor Thingy!)
Post by: Yknuleps II on July 22, 2010, 02:39:00 AM
How do I trade with other plants?


Title: Re: Tastes Like Spelunky and Source (Even More Better Editor Thingy!)
Post by: halibabica on July 22, 2010, 06:47:23 AM
'P' for purchase, just like in regular Spelunky.  But you need to be standing next to them and also have enough calories.


Title: Re: Tastes Like Spelunky and Source (Even More Better Editor Thingy!)
Post by: grieck on July 22, 2010, 01:11:35 PM
Typically your body must overlap with theirs.


Title: Re: Tastes Like Spelunky and Source (Even More Better Editor Thingy!)
Post by: Bae on August 06, 2010, 01:17:04 PM
Sounds like something else I should really be writing down somewhere.  Lemme add it to my queue:

Stuff2Rite
 - TLSMV walkthrough
 - TLS specifics/item combo list

Though I am tempted to leave all these things a mystery since Spelunky is a game about discovery and TLSMV is a challenge for those who've made those discoveries.  Bah, I'll probably write them anyway.

Yeah I'm bringing this here for more on topic posts.

Sure thats what Spelunky is about, but we already have a wiki that has deciphered most of the game, it would be nice to have some guide for TLS, which I think you should start on before the Metroidvania walkthrough

Would it be possible for you to write how to get the different editor parts? Only now have I realized that simply paying the tunnelmonster doesn't net you all the parts, Im missing the Mummy+Item which I'm guessing I have to kill a scepter mummy for and the kapala which I'm guessing I must acquire in the game.

You could probably get help from the forum goers too, since a lot of people who aren't me know how TLS works they could save you from a lot of writing :u

Idk I just want my cheat sheet


Title: Re: Tastes Like Spelunky and Source (Even More Better Editor Thingy!)
Post by: halibabica on August 06, 2010, 02:00:13 PM
Well, the unlockables are easy enough to explain.  The editor parts available depend on the shortcuts you buy and the records you set.

1st shortcut = lush cave objects
2nd shortcut = ice cave objects
3rd shortcut = temple objects

Beyond these, you need gold trophies in the records categories on the high scores screen.

cals trophy = secret flats/solids
kills trophy = secret enemies
time trophy = secret traps
noms trophy = secret loot/items
all four = secret mod objects

Finally, to unlock the super secret Custom Start Chamber, you need 25+ noms in the Sun Room, 75+ kills in the Moon Room, and a time of 2:00 or less in the Stars Room.

And that's all the stuff you can unlock!

I'll add an explanation for the special mechanics 'n stuff in the OP later.


Title: Re: Tastes Like Spelunky and Source (Even More Better Editor Thingy!)
Post by: Bae on August 06, 2010, 04:02:44 PM
Very interesting, and what about the records needed to get the trophies?
Right now my Calls are at 122700
Kills at 111 (I am bewildered at that even being possible for me)
Noms 12
and time... an embarrassing 20:49

I have none of the rooms open, I thought I should at least have the kills done but obviously you changed the values a lot from the original.

And just for confirmation, tunnelplant is unlocked the same way as tunnelman right? Getting all four bonus rooms unlocked?


Title: Re: Tastes Like Spelunky and Source (Even More Better Editor Thingy!)
Post by: halibabica on August 06, 2010, 04:57:57 PM
Umm...200,000 cals, 120 kills, time of 10 minutes or less, and 16 noms.  The only one I changed was noms.


Title: Re: Tastes Like Spelunky and Source (Even More Better Editor Thingy!)
Post by: Bae on August 10, 2010, 05:06:20 PM
I will try my best to achieve those scores... even though I've already been and it hasn't worked out yet...

Also, dropping a line to remind you to write that TLS Secrets text file, shouldn't be so hard for the guy who made the game.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on August 11, 2010, 10:29:05 AM
Okay, I updated the OP with all that stuff you asked about.  Have fun!


Title: Re: Tastes Like Spelunky and Source
Post by: Pteriforever on August 12, 2010, 12:22:31 AM
I have 30 at the sun room, 63 in the moon room and 2:37 in the stars room. The moon one is really hard.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on August 14, 2010, 10:10:39 PM
I think you made a mistake.

My cals are at 264950
My kills are at 136
My noms 15
My Time 20:49

I have the Sun and Moon rooms unlocked. You said the kills were 160, obviously there is some mistake.

I beat the game and unlocked both at once ;w;

Then I almost had an awesome speed run, almost beat the boss, but the pick axe was both my uprising and downfall ;n;

Also something glitchy, idk if its supposed to happen at all. I just went to try another speed run, and i stunned and ate the shop keeper, then the killed me via blasting out of me. That isnt fair lol. nonetheless whether thats supposed to still happen or not, while he was eated I saw his sprite in the upper left corner of the game window.

Edit: I beat the speed run ;wu;
Jetpack + Pick axe, best combo for speed runs and YASDs

Edit Edit: Okay, I need tips for the stars room, specifically how do I do the mummy without getting arrowed or flied and what comes after him.


Title: Re: Tastes Like Spelunky and Source
Post by: Pteriforever on August 15, 2010, 02:47:18 AM
I didn't notice that shopkeepers don't appear at exits here! ;D

The combos with the lamps are great! Gives a new purpose to the kissing parlours.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on August 15, 2010, 06:11:44 AM
Whoops, you're right.  Kills only need to be 120 to unlock the Moon Room and other related things.

And the shopkeeper bursting out of you is more than fair.  It would be entirely too easy to get rid of such a stubborn foe by the simple press of a button.  Besides, that's what they do in regular Spelunky, too!  Also, the sprite you saw in the top left corner was the Shopkeeper in your digest stomach about to rip you to shreds.

The combos with the lamps are great!
Aren't they?! ;D


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on August 15, 2010, 07:53:54 AM
Its sorta fair, but a pain in the ass to find out xD

And oh, yeah I think he spawned in that general area so that's understandable, but IIRC he was animated which is distracting, but considering the conditions I guess it's fine, I mean it isn't like someone is going to make a game deciding mistake being distracted by it, moreso it's how you learn that you already made one :P


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on August 15, 2010, 07:09:54 PM
Okay, now I think THIS must be some bug.

(http://i37.tinypic.com/34e84xx.jpg)
12 seconds into the level I run to the right of the screen and a cape falls from the ceiling. There's nothing I know of that would have caused that, the only places to get capes are shops boxes and Vampires, Since it was too early into the level and it wasn't lush I can assure that neither shop, nor vamp, had that cape, and Im fairly certain I didn't open any boxes on that level either, just a random cape falling from the sky. I took it as a sign of luck and promptly died thereafter.
in other news I almost unlocked venus trap, but 15 noms mocks me ;w;


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on August 15, 2010, 07:29:32 PM
Yeah, that's a bug.  I was aware of it before, but never bothered to fix it.  It's because I changed the collision detection on the Cape item.  Now, when it spawns underground (and has no solid directly underneath it) it falls out of the ceiling.  One of these days I'll fix it.  Probably.


Title: Re: Tastes Like Spelunky and Source
Post by: Pteriforever on August 16, 2010, 03:05:57 AM
I unlocked the custom start chamber. I now have 30 at the sun room, 84 at the moon room, and 1:34 at the stars room.  ;D


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on August 16, 2010, 03:36:30 AM
I AM ENVY


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on August 16, 2010, 05:26:07 AM
I unlocked the custom start chamber. I now have 30 at the sun room, 84 at the moon room, and 1:34 at the stars room.  ;D

Congratulations!  Now, all you can do is...uh...make custom levels and enjoy the game. ;)


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on August 16, 2010, 04:45:13 PM
I think for a game like spelunky Custom start is the perfect final reward, its the gift that keeps on giving so theres no need for anything more to unlock after that


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on August 16, 2010, 06:17:16 PM
I think for a game like spelunky Custom start is the perfect final reward, its the gift that keeps on giving so theres no need for anything more to unlock after that
Really? I think a last char that is overpowered might be better in some cases.

but we got the tunnel man for that!

But really it is a great unlock.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on August 16, 2010, 07:00:05 PM
Well does the custom start chamber just let you choose items or other things too?

I correct myself saying that an Options mode would be the best thing, where you can change health and bombs and things, or even the rates of which enemies/traps/ect appear, for a game like spelunky THAT would be the ultimate end game reward, however just choosing your items is good enough, It lets you make the choices to try out any combinations you want without the hassle of finding them and using all your bites, it was a great idea to include.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on August 16, 2010, 08:00:05 PM
Yep, it's just the items.  You can choose one of each type (weapon, active, passive) and start the game with them.  I like using the Venus ManTrap with it, because then I start off with three items AND six HP!


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on August 16, 2010, 08:50:40 PM
Thats really freaking sweet~ And it gives me the chance to try out combos that normally I wouldnt, aaa i wish unlocking it was easier ;w; now then, tips for the stars room boss rush? Specifically the Mummy and what comes after him.

EDIT: 17 NOMS, DIED IN BOSS ROOM ALMOST AT THE END, STILL REGISTERS AND UNLOCKS NEW CHARACTERS. SO HAPPY MUST POST IN OBNOXIOUS ALL CAPS.


Title: Re: Tastes Like Spelunky and Source
Post by: Pteriforever on August 16, 2010, 10:22:16 PM
Here's my strategy for stars room:

Use the Tunnel ManTrap with it, I say, because the mattock does double damage.

1. Spelunker + Tunnel Man

As soon as it starts, run straight to the right. When the level starts, both will go towards you. The Tunnel Man's faster, so it will reach you first. Hit it at the right moment. This will stun the Spelunker. Block the entrance to the little hidey hole on the bottom right. When it's no longer stunned, attack at the correct moment, again. Repeat, and you will win. You can do this bit in 12 seconds with a little practice.

2. Giant Spider

Go to the middle. When the level starts, immediately jump to one side, then get stuck in the two webs in the middle of the room. The giant spider will jump under you a lot there, taking a whole lot of jumping damage.

3. Vampire.

Stun the vampire, kill the bats with the whip, and just plonk down the vampire next to the nearest spike trap as fast as you can.

4. Jaws

Move right from your starting position. Jump up and spam the attack key. YOu can kill it in four hits!

5.  Yeti King

Very simple. Stun yetis and throw them. If there aren't any yetis nearby to stun or throw, just jump on it until it dies.

6. Alien Boss

IMMEDIATELY take the rock and up + throw it to the right. There is quite a good chance that you can beat this one in about a second and a half that way if a certain one of the aliens in spaceships moves to the right and you're fast enough. If you're unlucky, try to throw the rock so it gets in a springboard loop with the Alien Boss.

7. Tomb Lord

I hate this one.

First, it will use the fly attack. Let it repeat until all the skeletons are gone. When it's walking the other way, just go out one block and jump up, triggering the lower set of arrow traps, which should be two squares above you. both arrows should hit it.

Now for the risky part. Next time it fires the flies, jump out and on top of it. The upper arrow traps should then activate, both arrows hitting you. If you time it correctly,  the stun will wear off before the mummy fires again, but if you're close enough to the mummy when it fires, most will fly over your head. This is the most risky and difficult move in the entire stars room, and even if it goes well you'll lose a bunch of HP.

8. Olmec

Not much to say here, except that as soon as he goes offscreen, all the blocks he destroyed respawn, which will kill you if you're below the normal floor level.

9. Shopkeeper

Here, you'll want to avoid getting punted while you trigger all the falling blocks. He's smart and will jump the holes, but he will still miss and fall in perhaps 20% of the time. If you want to hurry it up, try to stun him and then throw him into one of the holes.

10. Ghost

Stay at the right. Go to the top right corner, waiting until the ghost has almost reached you before you go the the top center to trigger the falling platform. IMMEDIATELY nom the ankh, and you MIGHT survive if you're fast enough.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on August 17, 2010, 01:35:38 AM
Inquiries:

How Much Favor are the new enemies worth? (I think TM and Spelunker are the only ones, Im guessing they equal the shop keep favor)

How does the Death Mask Favor and Kali on-the-go favor work?

The Tab menu in the editor feels like it needs some work, pressing tab once its open should close it instead of esc, strangely pressing tab more then once makes you have to press esc twice, You should also change it so you can change pages while its open.

This seems to be a problem for me with every version of spelunky, if you put any liquid tile alone in the air with out ground tiles containing it, it sometimes allows me to save it where it will stay in the air, yet sometimes (i think whenever i add a new non liquid piece into the level) it will save it so that it act like it was drained, like you start the level and drops of water/lava/acid rain from the sky

Also out of curiosity what am I missing in my stats (if some one actually wants to tell me just quote that part and change the ??'s to the missing info and write in lowercase)

EDIT Why can i break boss blocks? i thought that wasnt supposed to happen.

LUNCH        NOMS
------------+------------
 CAVEMAN    | 81
 ??        | 0
...
 ??        | 0
 ITEM       | 69
ENEMY        DEATHS
------------+------------
SKELETON   | 2
 ??        | 0
 ??        | 0
 FROG       | 2
...
 ??        | 0
 YETI       | 9
 ??        | 0
 ??        | 0
 UFO        | 1
 ??        | 0
 ??        | 0
...
TOMB LORD  | 5
 ??        | 0
 ??        | 0
 ??        | 0
MISC         DEATHS
------------+------------
 ROCK       | 2
 ??        | 0
...
SPIKES     | 25
 ??        | 0
...
SMASH TRAP | 4
 ??        | 0
ENEMY        KILLS
------------+------------
UFO        | 71
 ??        | 0
KALI         SACRIFICES
------------+------------
 CAVEMAN    | 12
 ??        | 0
 ??        | 0
 YETI       | 12
 TUNNELMTRAP| 4
 HAWKMAN    | 3
 ??        | 0


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on August 17, 2010, 02:25:54 PM
So many questions!

How Much Favor are the new enemies worth? (I think TM and Spelunker are the only ones, Im guessing they equal the shop keep favor)
10 alive, 5 dead.  Shopkeepers are 12/6.

How does the Death Mask Favor and Kali on-the-go favor work?

Each enemy you can sacrifice is worth between 1 and 3 death points, as follows:

Cavemen, any kind of ManTrap: 1
Yeti and Hawkman: 2
Everyone else: 3

When these points are greater than or equal to 5, the gods of death bestow a reward upon you.  It continues to work the same way when Kali is involved.  For every 5 points, it will say she accepts the sacrifices.  However, you need 8 points of favor to gain a reward from Kali.  They're also the normal rewards you would get from the altar in the order you would get them.

The Tab menu in the editor feels like it needs some work, pressing tab once its open should close it instead of esc, strangely pressing tab more then once makes you have to press esc twice, You should also change it so you can change pages while its open.

Whiner Those are things I can try to fix.  I might need TOC's help, though, since he designed that menu.

This seems to be a problem for me with every version of spelunky, if you put any liquid tile alone in the air with out ground tiles containing it, it sometimes allows me to save it where it will stay in the air, yet sometimes (i think whenever i add a new non liquid piece into the level) it will save it so that it act like it was drained, like you start the level and drops of water/lava/acid rain from the sky

We'll get back to you on this as soon as anyone can figure out how to definitely make it go one way or the other (water has some weird issues).

Why can i break boss blocks?

Because I'm stupid. :P

STATZ HOLZ

You have yet to eat a Vampire or Ghost Chef's Special Roasted Turkey.  You've never been killed by a Zombie, a Vampire, a Megamouth, a Yeti King, an Alien, an Alien Boss, a Hawkman, a Magma Man, Meatmec, or Ghost Chef.  Nor an explosion, boulder, or ceiling trap (the spiky descending kind).  You have not killed any Alien Bosses.  Finally, you never sacrificed any ManTraps, Vampires, or Venus ManTraps.

Now, get out there and get killed by some stuff!


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on August 17, 2010, 03:12:43 PM
You should make a bonus, very lame character that is unlocked when you die to everything.

He has 1 health and starts with nothing, and can't run.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on August 17, 2010, 05:37:05 PM
I am useing it! I just haven't been in to mood to make hell yet.

But now I am working on evil death gates of hell once more, I am in the mood to make something with this!

Time for Tastes like Evil? Tastes like Death? Tastes like Gates?

You should make a bonus, very lame character that is unlocked when you die to everything.

He has 1 health and starts with nothing, and can't run.

The Whithered ManTrap.

Quote from: halibabica
You have yet to eat a Vampire or Ghost Chef's Special Roasted Turkey.  You've never been killed by a Zombie, a Vampire, a Megamouth, a Yeti King, an Alien, an Alien Boss, a Hawkman, a Magma Man, Meatmec, or Ghost Chef.  Nor an explosion, boulder, or ceiling trap (the spiky descending kind).  You have not killed any Alien Bosses.  Finally, you never sacrificed any ManTraps, Vampires, or Venus ManTraps.

Now, get out there and get killed by some stuff!


What does megamouth refer to?
*contemplates* Some of these seem wrong to me, Im sure I was killed by hawkman, is the throwing into wall problem still happening so that it doesn't record the death? It seems like the explosion/boulder problem is still there too, I mean, they are pretty common things, that while are easy to avoid Im rather sure I've suicided those ways I have suicided those ways before, I have a picture of me trapped in a corner by a boulder, and I know I bombed myself instead of f1. Im pretty sure Ive killed an alien boss, I do in every Psychic presence level, and Im fairly sure Ive sacrificed normal mantraps. Of course, I could be wrong about all of that, it's hard keeping track of your memories of playing spelunky where theres so many mods, I could have done all that in regular spelunky for all I know, but no Alien kills still bothers me.

and thanks for all the answers, hali!

Edit:
Oh, I wasn't killed by an alien, okay that makes sense, also I've been trying to get the rest of the stats and I have learned that just about everything works but death by explosion, boulders register, thrown into a wall registers, and so on, just not exploding.

Oops, edit again, Assuming the giant piranha is "mega mouth" it doesnt seem to register either, though my method of testing might have made a mistake, you see, I kept getting attacked by the little fish, I swear there were none around me when I was down to 1hp though, im pretty sure I suffered touch damage from the big fish


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on August 18, 2010, 02:36:12 AM
LOL IM POSTING AGAIN
Sorry For all the bugging, with the game almost beat I've been occupying myself more with dissecting it rather then playing.

SO MORE STUFF

I noticed Kali gives new gifts, whats the info on that? She gives ropes and bites but unlike her courteous behavior in the vanilla game they aren't the full 99.
(http://i35.tinypic.com/2afjq07.jpg)
57 is a pretty odd number lol, and Im guessing that endless hunger type thing I got gave me that ! in the digestion slot as well, is there any way to get those in any of the slots that isnt connected to kali? I cant see any use outside of the no digestion period that they would be effective, just asking thorough questions.

And I have some buggy things to talk about

(http://i33.tinypic.com/28l4aae.jpg)
The spikes never went down, which made me sad because I wanted that spike death (got it on next level though). Thats obviously not supposed to happen, there were two thwomps/moving spike cubes in the area near it (right by the ham and right by where the doors usually close) could that be linked to it?

Then there's this thing I found out, it isn't harmful in the least, just a graphical glitch im almost certain someone is aware of
(http://i35.tinypic.com/2dgjat1.jpg)
Its a bad pic but its all I got, when a grappling hook is hit by an explosion (like when shot up at ufos) it flies off so to speak, the parts of the rope go different ways, the second time i did this (before this pic) the separate pieces of the rope when in a perfect diagonal direction. They all go away a moment later so its simply aesthetic.

Then there's this, which is what I think to be another aesthetic glitch
(http://i37.tinypic.com/35i3ymr.jpg)
Its hard to see in this image initially so here's the highlighted area
(http://i34.tinypic.com/f1gmme.jpg)
I think as soon as i broke the tile above it that ground piece was suddenly... mowed... cool effect but odd

Yeah, Im just reporting a series of unimportant things.


Oh, and, I know it would be a severe pain in the ass, especially when coupled with how much I've been bugging you lately, but could you post a list of all the flavor text from the game and a brief summary of how you get that message? Basically like this

Quote
"A Subtle hissing fills the air"
snake pit on level

or

Quote
"You ate a Teleporter! You can sense your destination."
Eat a teleporter and a Compass

Im probably bugging you a lot but I would appreciate it so much~


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on August 18, 2010, 06:04:07 AM
LOL IM POSTING AGAIN
BLARGH

I noticed Kali gives new gifts, whats the info on that? She gives ropes and bites but unlike her courteous behavior in the vanilla game they aren't the full 99.
(http://i35.tinypic.com/2afjq07.jpg)
57 is a pretty odd number lol, and Im guessing that endless hunger type thing I got gave me that ! in the digestion slot as well, is there any way to get those in any of the slots that isnt connected to kali? I cant see any use outside of the no digestion period that they would be effective, just asking thorough questions.
The rope bonus (and obviously the bite one) don't exist in the original game.  Usually, Kali has no gift for 24-favor and instead gives you 99 bombs at 32.  Since I changed things to make her give you a new gift for every 8 favor, I cut back all three to just 50 instead.   So, her third, fourth, and fifth gifts are 50 vines/bud bombs/bites respectively.  After that, you get a varying HP boost for every 8 favor.  The digest stomach is the only one altered by this, and it's great for setting high noms records.  It also gives you an enormous HP boost because you can eat everything in sight.

The spikes never went down, which made me sad because I wanted that spike death (got it on next level though). Thats obviously not supposed to happen, there were two thwomps/moving spike cubes in the area near it (right by the ham and right by where the doors usually close) could that be linked to it?
The Smash Traps did it.  They disturbed the positioning of the Glazed Ham, which caused it to lose its trigger.  That's actually a really smart way of robbing that trap!

Then there's this thing I found out, it isn't harmful in the least, just a graphical glitch im almost certain someone is aware of
(http://i35.tinypic.com/2dgjat1.jpg)
Its a bad pic but its all I got, when a grappling hook is hit by an explosion (like when shot up at ufos) it flies off so to speak, the parts of the rope go different ways, the second time i did this (before this pic) the separate pieces of the rope when in a perfect diagonal direction. They all go away a moment later so its simply aesthetic.
You may notice this also happens with normal ropes/vines, which utterly ruins their effectiveness.  That's probably something we should fix for Spelunky 1.2.

Then there's this, which is what I think to be another aesthetic glitch
(http://i37.tinypic.com/35i3ymr.jpg)
Its hard to see in this image initially so here's the highlighted area
(http://i34.tinypic.com/f1gmme.jpg)
I think as soon as i broke the tile above it that ground piece was suddenly... mowed... cool effect but odd
This is the result of me trying to fix another aesthetic issue where the game fails to delete those extra details on blocks that were destroyed.  The whole mess is really buggy, so I said the heck with it.

could you post a list of all the flavor text from the game and a brief summary of how you get that message?
Um...no.  First, there's a lot of it, and second, it's fairly obvious what they're all connected to.  Listing them out doesn't really accomplish anything.  Sorry!


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on August 18, 2010, 04:55:53 PM

Heh;; I hope you're not mad at me for bugging you so much, I sorrie.

Quote from: Halibabica
The Smash Traps did it.  They disturbed the positioning of the Glazed Ham, which caused it to lose its trigger.  That's actually a really smart way of robbing that trap!

Oh, I didn't think of that, thats pretty neat actually.

could you post a list of all the flavor text from the game and a brief summary of how you get that message?
Um...no.  First, there's a lot of it, and second, it's fairly obvious what they're all connected to.  Listing them out doesn't really accomplish anything.  Sorry!

I figured that would be way too much to ask, sorry.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on August 19, 2010, 10:59:26 PM
Im getting a weird error message whenever I open this level.
Quote
                                       talk.message = TalkTrap[TalkTrapID];
                                                      ^
at position 53: Unknown variable TalkTrap or array index out of bounds

___________________________________________
ERROR in
action number 1
of Key Press Event for <any key> Key
for object oLevelEditor:

Error in code at line 284:
                                       talk.message = TalkTrap[TalkTrapID];
                                                      ^
at position 53: Unknown variable TalkTrap or array index out of bounds

I can press the ignore button once to dismiss it

For some reason all the editor buttons disappeared from the screen too, no edit test or layer buttons present

the game acts fine when I open a different level though

theres some mantraps in a pool that are supposed to talk but there's too many messages and so their messages got deleted, could any of that be causing it?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on August 20, 2010, 06:06:33 AM
Well, it's definitely related to the ManTraps.  Do you have more than one on the same tile?  Because the game can't track their messages properly if there are too many in one place.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on August 20, 2010, 09:56:46 PM
Well... I fixed it... what was weird is that IIRC adding/removing the submersed entrance activated/deactivated it. I know there was also a problem with the mantraps since the last two I added had their message deleted and used the first mantrap's message, but I worked around that by changing the layer, putting the last two mantraps on layer one while all the rest were on layer 3 (i think) was what let me squeeze them back in.


Title: Re: Tastes Like Spelunky and Source
Post by: Pteriforever on August 21, 2010, 12:37:25 AM
I just got a bizarre green damselrus while testing my level -- is that because the door I entered had a name, but there was no level with that name?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on August 21, 2010, 04:32:51 AM
Well... I fixed it... what was weird is that IIRC adding/removing the submersed entrance activated/deactivated it. I know there was also a problem with the mantraps since the last two I added had their message deleted and used the first mantrap's message, but I worked around that by changing the layer, putting the last two mantraps on layer one while all the rest were on layer 3 (i think) was what let me squeeze them back in.
Doors have been kinda finicky in my editor for some reason.  Keeping them all on the first layer seems to work all right, but putting objects behind them shouldn't be a problem (as long as you're not stacking entrances/exits).

I just got a bizarre green damselrus while testing my level -- is that because the door I entered had a name, but there was no level with that name?
That was actually a ManTrap struggling to swallow the Damselrus whole.  You can see her tail sticking out its mouth.  It's kinda gross! ;D And a 1/5 chance every time you beat a custom level.


Title: Re: Tastes Like Spelunky and Source
Post by: Pteriforever on August 21, 2010, 04:55:23 PM
Ok, thanks. I get it now. :)


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on August 22, 2010, 10:26:23 PM
So did anyone notice that exploit with layers and steel blocks? if you put steel on layer one, and cover it with area blocks on layer two (cave, lush, etc) you can "paint" the steel blocks and thus make unbreakable non-steel blocks, though if you bomb them the "paint" comes off and their true color is revealed, but mattocks dont peel the paint and you can still decorate it with gold bits too.

I just thought id tell anyone who didnt know it yet, and its only doable with the five  regular blocks to my knowledge (cave lush ice temple meat)


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on August 23, 2010, 04:20:49 AM
I first noticed this in a level someone sent to me (http://www.mediafire.com/?rrf18smze969vpr), but I didn't mention it here.  It's kinda neat how that works!


Title: Re: Tastes Like Spelunky and Source
Post by: Shopkeeper on August 29, 2010, 03:26:27 AM
For some reason the eat function doesn't always work for me. As in I only eat a person/thing in my 10th try or so. I'm not sure if this helped me, but most of the time it happens when I'm turning left and hold the D button for a little longer. Can someone enlighten me?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on August 29, 2010, 04:12:02 AM
You can only swallow something if you are...

1. holding it
2. standing perfectly still
3. have any bites left

Meet those three requirements and you can eat just about anything.


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on August 29, 2010, 01:29:58 PM
you still can't eat rocks : (


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on August 29, 2010, 02:59:13 PM
There would be no point to that!


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on August 29, 2010, 04:09:16 PM
The point is it turns off you whip for a harder run.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on September 03, 2010, 06:33:01 AM
Eh, perhaps you should add a line in big bold letters under the image in the first post telling people how to eat things, IIRC you've spouted those directions of a large number of times xD

you still can't eat rocks : (

YES. This has always disappointed me, I would suggest to just give us the ability to eat it with no effect afterwards, but for such a useless function it would be too much a pain to program (whether it's easy or not)


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on September 03, 2010, 11:52:25 AM
It'd be easy to do, but it's:

1. stupid
2. pointless

I don't know why you guys feel the need to eat rocks, but it's something I never ever plan to implement eversostopaskingever.


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on September 03, 2010, 12:51:07 PM
It'd be easy to do, but it's:

1. stupid
2. pointless

I don't know why you guys feel the need to eat rocks, but it's something I never ever plan to implement eversostopaskingever.
Would you upload it as a new verson if I made it for you?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on September 03, 2010, 12:51:34 PM
NO.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on September 04, 2010, 02:03:52 AM
It'd be easy to do, but it's:

1. stupid
2. pointless

I don't know why you guys feel the need to eat rocks, but it's something I never ever plan to implement eversostopaskingever.

It would amuse us is all.

Then again you could have it, once eaten, be able to be spat out as a high power one use move


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on September 05, 2010, 08:28:20 PM
NO.


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on September 05, 2010, 08:48:35 PM
It's funny. It was the frist thing I thought of eating when I frist thought of this mod.


Title: Re: Tastes Like Spelunky and Source
Post by: MMM103 on September 06, 2010, 02:45:23 PM
I just came up with an item- A jar of something (lemonade?) that restores 4 bites.
Also, are there any Mantrap-owned shops, because I haven't seen any. Basically shops that you can actually buy from. Those would be nice. Also, the Mantrap should be able to eat flares- to kinda glow in the dark. It would have to take up, maybe the active slot (jetpack/cape,climbing gloves/etc.), so you would have incentive to just tough it out. Or maybe the weapon slot, but shotguns can be somewhat rare.


Title: Re: Tastes Like Spelunky and Source
Post by: ipwnu1337 on September 06, 2010, 02:49:45 PM
All the things you listed are already there, the lemonade you mentioned it redundant, and frankly, too powerful.  You're basically giving the persion 4 extra hp with that.

Mantrap shops are lone mantraps wandering around from zone 2 and afterwards.

To glow in the dark, eat a lamp, or a red lamp.  The lamp takes up a misc. slot, and the red lamp is a weapon.

Also, welcome to the forums!


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on September 06, 2010, 02:51:53 PM
Thanks for trying the mod!  Believe it or not, most of the things you suggested are already covered.

You can find Fresh Water from crates, but they only restore two Bites.  Since they have more specific uses than bud bombs and vines, I decided to make them a little harder to come by.

When you get to the deeper caves (level 5 and lower) you'll come across hungry ManTraps that you can trade food to for items.  You can never buy stuff in a normal shop.

Finally, you can eat Lamps to light up dark levels, but you have to dislodge it from the wall with an explosion first.  Red Lamps work, too...

EDIT: And as I was typing it, ipwnu was too.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on September 08, 2010, 04:12:25 PM
Im surprised they didnt ask about eating rocks in their post



tehe


Title: Re: Tastes Like Spelunky and Source
Post by: amano_ginji on September 26, 2010, 01:08:51 PM
Apart from stating how awesome "Tastes Like Spelunky" is (I really find it unnecessary to repeat a known fact at this point  :D ) I would like to second the suggestions of Baekara (http://mossmouth.com/forums/index.php?action=profile;u=1996) about the Tab menu, but mostly I am troubled that the boss tiles are still breakable. I know Baekara (http://mossmouth.com/forums/index.php?action=profile;u=1996) noted it, and halibabica (http://mossmouth.com/forums/index.php?action=profile;u=352) knows about it, I just decided to make a reminder, since the version has been updates since then, and it is still an issue (specifically with bud bombs :P ).


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on September 26, 2010, 02:45:37 PM
Ah, yes, thank you for reminding me.  I've kinda been waiting to hear from Tyrannical Overlord C, since there were some things he was planning to change in the mod.  But he's taking forever, so I might just fix what I wanted to and update.

But there are, like, 10 other things on my plate right now, so you'll have to patient with me! :o


Title: Re: Tastes Like Spelunky and Source
Post by: Starbound2 on September 29, 2010, 11:20:07 PM
Hiya, halibabica! Aside from the obvious thing (TLS is a super awesome mod), if I may make a minor, aesthetic request?

...alright, here goes nothing.

I was thinking that for the Kali altar, maybe you could replace the head in her left hands with a fork, and the altar to look more like a serving plate or a frying pan or something of that sort? That way, it seems like sacrificing people to Kali would be like offering her a meal, which I think fits with the whole eating theme.


Title: Re: Tastes Like Spelunky and Source
Post by: amano_ginji on October 01, 2010, 11:08:51 AM
Ha-ha, just found a "questionable behavior" event.
If you die in a manner, that disintegrates your body, but there are monkeys around they will start to violate you, ignoring the grave-robber's moral code, throwing bombs and ropes, despite the fact you don't exist in this world no more. :D :D :D :D
Bwaha-h-ah-a-h-ah-a-ha-h-ah-a!
I know the issue with removing the "body" object, once the player is dead, I am just pointing it out, because it is hilarious! :D


Title: Re: Tastes Like Spelunky and Source
Post by: eguee on October 08, 2010, 06:19:31 PM
Poop.
http://www.youtube.com/watch?v=ndbRj3RCyFM


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on October 08, 2010, 06:43:38 PM
Hahahahahaha!  Gotta give Ghost Chef a little more clearance than that! ;D

My current record is 1:17.  Though yours would've been 1:06 if you'd pulled it off...of course, it's partially luck, too.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on October 09, 2010, 03:18:56 AM
I was thinking that for the Kali altar, maybe you could replace the head in her left hands with a fork, and the altar to look more like a serving plate or a frying pan or something of that sort? That way, it seems like sacrificing people to Kali would be like offering her a meal, which I think fits with the whole eating theme.

You know, that actually sounds like a good idea, though it may be late to make any aesthetic changes like that, especially with how busy hali is, but maybe one day we will have hungry kalis and edible rocks~

Poop.
http://www.youtube.com/watch?v=ndbRj3RCyFM

First thing I notice: Touhou Music, Second thing I notice: PI-CHUUN seriously the touhou death noise amused me


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on October 09, 2010, 08:58:28 AM
Update!  For the first time in a while, too!

I fixed a few things that were bothering me.  Capes won't randomly fall out of solid objects anymore, miniboss blocks are invincible (as they should be), and Kali now carries a dandy giant fork.

Also, you'll see that other ManTraps now have stuff to say to you.  Enjoy!

EDIT: And you will NEVER see edible rocks EVER SO THERE NYA YOU WANT 'EM MAKE IT YOURSELF


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on October 09, 2010, 01:06:58 PM
Update!  For the first time in a while, too!

I fixed a few things that were bothering me.  Capes won't randomly fall out of solid objects anymore, miniboss blocks are invincible (as they should be), and Kali now carries a dandy giant fork.

Also, you'll see that other ManTraps now have stuff to say to you.  Enjoy!
Yay!

the last one sounds the best to me.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on October 09, 2010, 04:41:51 PM
I like this update! Also, Mars, methinks it's time to make a mod, TLS Rock Edition


Title: Re: Tastes Like Spelunky and Source
Post by: ATP on October 09, 2010, 05:03:56 PM
Update!  For the first time in a while, too!

I fixed a few things that were bothering me.  Capes won't randomly fall out of solid objects anymore, miniboss blocks are invincible (as they should be), and Kali now carries a dandy giant fork.

Also, you'll see that other ManTraps now have stuff to say to you.  Enjoy!

EDIT: And you will NEVER see edible rocks EVER SO THERE NYA YOU WANT 'EM MAKE IT YOURSELF


Cool update!. Although, I will miss the capes that randomly drop from blocks to aid me.  :'(

Did you update the source code as well? And more (actually, less) importantly, are you going to update the level editor ever again? I would like to see some conveyor belts and laser turrets. (and alternate room transitions!)


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on October 09, 2010, 08:20:32 PM
Thats something to suggest in the Editor Plus thread, and its likely not going to happen since theyre running out of room to put things in (though belts would be fun...)


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on October 09, 2010, 09:12:05 PM
Of course I updated the source!  Duz i luk liek an idjit 2 u?

Yeah, what Baekara said.  I have no plans to upgrade the editor any further.  If hyperme adds new stuff to it, I will follow suit.  But he's really resistant to change, as am I.  Some things just don't belong in Spelunky!


Title: Re: Tastes Like Spelunky and Source
Post by: goombapatrol on October 10, 2010, 05:14:29 PM
found a bug.
i was playing challenge mode and this popped up:

(http://img832.imageshack.us/img832/6349/tasteslikespelunkyerror.jpg)


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on October 10, 2010, 05:28:33 PM
Hmm...were you holding the Vampire when it was destroyed?  I think that's what caused the problem.

Also, you know you're only supposed to run the TLS Unlocker once, right?  It resets your scores every time you start it up, so you can't really set any new records while playing it.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on October 11, 2010, 06:55:37 AM
Personally I would just not ever run the unlocker, its no fun that way


Title: Re: Tastes Like Spelunky and Source
Post by: goombapatrol on October 11, 2010, 12:15:11 PM
okay, alright. that was the first time i ran it, didn't realize though.
i only used the unlocker because i had completed the whole thing on my other computer. i might reset eventually, but i like playing the minigames. :)


Title: Re: Tastes Like Spelunky and Source
Post by: Starbound2 on October 12, 2010, 10:44:50 PM
Update!  For the first time in a while, too!

I fixed a few things that were bothering me.  Capes won't randomly fall out of solid objects anymore, miniboss blocks are invincible (as they should be), and Kali now carries a dandy giant fork.

Hooray! I took a look at the in game sprite of the new altar. I am happy with the result. =) But now Kali has two free hands...

Oh! Maybe she could have a spoon too! And chopsticks! Oh, and a little napkin around her neck!

...I'll stop. <.<


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on October 13, 2010, 05:32:36 PM
Okay, I fixed a little bug that broke spear traps in the editor, but I forgot to fix that Vampire thing.  Just drop him before you kill him and save yourself some trouble.


Title: Re: Tastes Like Spelunky and Source
Post by: goombapatrol on October 14, 2010, 12:05:43 AM
GAH! during a city-of-gold run i died AFTER beating the last boss (and clearing the room).

the side on the right looked like:


.....
....D
....X
ooooo


. = empty
D = door
X = me
o = ground tiles

apparently one of my bombs had blown up the spot where the door was supposed to be above.

all of a sudden, a ground block appeared where i was.. and killed me.
i died one square away from the finish. =.=

does it do this in regular spelunky as well?


Title: Re: Tastes Like Spelunky and Source
Post by: Patrick on October 14, 2010, 02:18:35 AM
GAH! during a city-of-gold run i died AFTER beating the last boss (and clearing the room).

the side on the right looked like:


.....
....D
....X
ooooo


. = empty
D = door
X = me
o = ground tiles

apparently one of my bombs had blown up the spot where the door was supposed to be above.

all of a sudden, a ground block appeared where i was.. and killed me.
i died one square away from the finish. =.=

does it do this in regular spelunky as well?
That's interesting. Usually, the tile under the EXIT is indestructible, but maybe the Olmec room exit is treated as an entrance until it opens. Someone try this out in Vanilla Spelunky! (I can't be bothered right now.)


Title: Re: Tastes Like Spelunky and Source
Post by: ManaUser on October 14, 2010, 02:59:42 AM
does it do this in regular spelunky as well?
I've never died that way so I can't say about that part, but yes, in the last level the ground under the exit is destructible, but "respawns" after the boss is completely dead. I don't know why he did it that way. Maybe he didn't want to give you an indestructible block to hide under. Although Olmec can crush "indestructible" blocks anyway so... yeah, donno.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on October 14, 2010, 04:19:22 AM
Yeah, it's unfortunate, but it's necessary.  Olmec (or Meatmec, in this case) is capable of destroying any floor tile, including the one under the exit, so Derek simply forced it to respawn when the final boss was done sinking and the door opened.

Next time, don't stand in that spot! ;)


Title: Re: Tastes Like Spelunky and Source
Post by: eguee on October 14, 2010, 07:03:36 AM
I got killed by it once, I remember.


Title: Re: Tastes Like Spelunky and Source
Post by: goombapatrol on October 14, 2010, 05:16:23 PM
Yeah, it's unfortunate, but it's necessary.  Olmec (or Meatmec, in this case) is capable of destroying any floor tile, including the one under the exit, so Derek simply forced it to respawn when the final boss was done sinking and the door opened.

Next time, don't stand in that spot! ;)

don't worry, i'll definitely remember that. i initially thought that the door tile was going to move down towards me, but boy was i wrong. :P


Title: Re: Tastes Like Spelunky and Source
Post by: goombapatrol on October 17, 2010, 12:11:57 AM
sorry to double post, but i've encountered a few more errors.
(http://imgur.com/59aWA.jpg)

i don't know if you could fix this clipping glitch though. (might be in the original as well, who knows?) - click for larger image.
she got stuck in the wall in a running motion.

(http://imgur.com/nqI0M.jpg) (http://imgur.com/nqI0M.jpg)

oh, and yay. beat the game again with a ton of items to spare. i really got lucky with that room. :D

(http://imgur.com/Y1qO3.jpg)

thanks again!


Title: Re: Tastes Like Spelunky and Source
Post by: amano_ginji on October 18, 2010, 11:55:16 AM
I found three bugs, unfortunately I had problems recreating the third, so I will post it later.

First Problem:


(http://img7.mediafire.com/6ec917edb49eb69831d081f7fd1e735b4g.jpg)

It occurs when you load a level multiple times. I have experienced it through checkpoints, I do not know if they are the problem. From my almost lack of knowledge on the subject it would appear the file or place, where Spelunky (http://spelunky.wikia.com/wiki/Spelunky) is storing its data gets overflowed, due to not purging old data.


Second Problem:


(http://img5.mediafire.com/49d24791000b89979320d5094233bd7f4g.jpg)

This occurred when I had compass (http://spelunky.wikia.com/wiki/Compass) + (http://mossmouth.com/forums/index.php?topic=1087.0) teleporter (http://spelunky.wikia.com/wiki/Teleporter) combo and went crazy on the "F" button. I told it to "Ignore" so then it seemed I was OK, no visible body, but all the sounds included, when whipping, jumping 'n' stuff were go. So I teleported a couple of times more, died and reloaded.


Title: Re: TLS (Parachute broken!)
Post by: halibabica on October 26, 2010, 09:04:38 PM
The last update I made broke the parachute, so I uploaded a new version that fixes it!  The other bugs mentioned, however, are still broken.  Maybe someday...


Title: Re: Tastes Like Spelunky and Source
Post by: Pteriforever on November 09, 2010, 03:06:20 PM
Hi. I think it would be really awesome if you combined Magic Signs with the level editor -- It's so useful!


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on November 09, 2010, 05:11:10 PM
It's open source for a reason...


Title: Re: Tastes Like Spelunky and Source
Post by: Pteriforever on November 09, 2010, 06:15:05 PM
But I don't have GM8 and aren't eligible for a free upgrade.


Title: Re: Tastes Like Spelunky and Source
Post by: ManaUser on November 09, 2010, 08:36:17 PM
I went ahead and made a TLS version (http://mossmouth.com/forums/index.php?topic=1418.0) for you, enjoy.


Title: Re: Tastes Like Spelunky and Source
Post by: Pteriforever on November 10, 2010, 02:46:02 AM
YAY thanks soooo much! ;D


Title: TLS ~ New Item Combos!
Post by: halibabica on January 11, 2011, 07:39:55 PM
UPDATE!  I got some ideas while watching Kalir's Let's Play, so I made a few changes!

I fixed up three existing item combos and added five more!  Most of them involve guns, the meat-vision goggles, or both.  I added them to the OP, so you can spoil them for yourselves if you don't want to hunt them down.  I also fixed a few glitches that were just asking for it!

And no, I didn't add any Magic Signs stuff.  Sorry! :'(


Title: Re: Tastes Like Spelunky and Source
Post by: Kegluneq on January 12, 2011, 06:17:23 PM
Ooh nice, I think I may be getting back into the TLS spirit!


Title: Re: Tastes Like Spelunky and Source
Post by: Pteriforever on January 15, 2011, 07:20:57 PM
I tried to beat my 4:35 speedrun. Normally that's so frustrating it makes me want to kill myself, but yesterday I succeeded with a 4:07 run. Then I beat it again the same day to 3:53.

They never used to talk to you -- Is it a new update or is it just a file that comes with it when you get the entire pack and not just TLS Alone?

ManaUser already made a crossover anyway.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on January 15, 2011, 08:41:56 PM
ManTraps started saying things in the previous version, so they're old news.  All that's really different in this one is the new and improved item combos...and a few little bug fixes. :P


Title: Re: Tastes Like Spelunky and Source
Post by: wurmy on January 26, 2011, 02:18:28 PM
I love this mod!

Mantraps are the best!


Title: Re: TLS ~ New Item Combos!
Post by: ATP on January 26, 2011, 02:51:06 PM
And no, I didn't add any Magic Signs stuff.  Sorry! :'(
But we can make our own TLS + Magic Signs 2.2, right?


Title: Re: Tastes Like Spelunky and Source
Post by: Urza on January 26, 2011, 06:57:45 PM
Or use mine. (Except it's 2.1.1 not 2.2.) By the way, for anyone else who wants to port Magic Signs to TLS, the only extra thing I had to do is change a reference to oTemp (which doesn't exist in TLS) to another dummy object. I used oFrill, and it seems to work fine.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on January 26, 2011, 09:54:17 PM
I love this mod!

Mantraps are the best!
Thanks!  I know, right?

But we can make our own TLS + Magic Signs 2.2, right?
That's what open source is all about!

Or use mine. (Except it's 2.1.1 not 2.2.) By the way, for anyone else who wants to port Magic Signs to TLS, the only extra thing I had to do is change a reference to oTemp (which doesn't exist in TLS) to another dummy object. I used oFrill, and it seems to work fine.
Yeah, I deleted a bunch of stuff that didn't have a purpose in TLS' source.  It's likely oTemp was among them.  RIP stupid pointless data.


Title: Re: Tastes Like Spelunky and Source
Post by: ATP on January 27, 2011, 01:48:59 PM
Or use mine. (Except it's 2.1.1 not 2.2.)
I thought that was an older version.


Title: Re: Tastes Like Spelunky and Source
Post by: YellowAfterlife on February 19, 2011, 04:00:38 AM
Code:
___________________________________________
ERROR in
action number 1
of  Step Event
for object oMattockPre:

Error in code at line 1:
   if (not owner.swinging)
                ^
at position 15: Unknown variable swinging
This happens when crushing miner with a block.
Not critical, but error messages are not very good.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on February 19, 2011, 07:28:11 AM
No matter how many times I try to stop it, there's always some way the Spelunker and Tunnel Man's weapons can end up without an owner.  UGH.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on February 21, 2011, 10:40:23 PM
(http://gyazo.com/f5eeeb43552097b02e9ce52d3cbbe7bc.png)

this glitch amuses me


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on February 22, 2011, 07:49:36 AM
I am gonna be completely honest; I have no idea how you managed that one.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on February 27, 2011, 04:39:28 PM
I ran into the wall from that ledge to the right and got the pushing wall animation, and using the ninja suit I was able to keep that animation while I climbed


Title: Re: Tastes Like Spelunky and Source
Post by: eguee on March 15, 2011, 09:23:31 PM
One little qualm: the ankh restores 4hp, not 3hp.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on March 15, 2011, 09:57:50 PM
It does the same for the Tunnel and Venus ManTraps, too.  I intentionally left it at 4 since all the ManTraps have different starting HP.  Also, having an extra hit point in the places you're likely to have used the ankh really helps. ;)


Title: Re: Tastes Like Spelunky and Source
Post by: eguee on March 16, 2011, 12:25:35 AM
Oh yes, and grappling hook produces blood from any body you may be carrying, for use in the kapala. Thus you can easily easily farm up 99 HP without needing to use a yeti blender. Feature or bug?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on March 16, 2011, 10:21:51 AM
Okay, that one's definitely a bug!  Not serious enough for an update, though, so have fun with that.  ;D


Title: Re: Tastes Like Spelunky and Source
Post by: EdenNov on April 29, 2011, 08:42:00 AM
I'm afraid the super secret custom start chamber isn't compatible with a gamepad...


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on April 29, 2011, 09:53:49 AM
Neither is the level editor.  Even with the gamepad, you should still have a mouse you can scroll up and down with...


Title: Re: Tastes Like Spelunky and Source
Post by: EdenNov on April 29, 2011, 11:12:42 AM
I actually didn't scroll with the mouse. I had to manually find which button scrolls where.

I'll take this chance to thank you for such an amazing mod, you are by far the most talented moder I know. I play your mods more than any other version of Spelunky, including the original. Basically, you're awesome. :)


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on April 30, 2011, 05:30:57 AM
Well, thank you!  I always do my best. ;D


Title: Re: Tastes Like Spelunky and Source
Post by: Kraid on May 05, 2011, 04:30:59 PM
For some darned reason I can't seem to eat items. I tried out the tutorial and I couldn't eat the pickaxe, even when I drank water. Got any idea? I love this mod!

EDIT: Apparantly, you have to grab them, THEN eat them. Anyways. excellent mod!


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on May 06, 2011, 05:49:05 AM
Haha, yes, that is one little detail I forgot to include.  The requirements for eating an item (or anything) are:

1: hold it
2: stand perfectly still
3: have 1 or more bites left
4 (digestables only): have an empty digest stomach


Title: Re: Tastes Like Spelunky and Source
Post by: Kraid on May 06, 2011, 06:08:51 AM
Haha, yes, that is one little detail I forgot to include.  The requirements for eating an item (or anything) are:

1: hold it
2: stand perfectly still
3: have 1 or more bites left
4 (digestables only): have an empty digest stomach

Heh, you should probably add that to the tutorial level. :p

How about, instead of the black market, there'd be a plant market? There'd be tons of plants that will be selling (for food) the things that the regular black market would. Since of course, it would be practically suicide to go to the black market with all those shopkeepers.

Also, that Kirby 64 music is not really fitting with this. Can you switch over to the original spelunky music or tell me how?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on May 06, 2011, 02:31:46 PM
Neat idea, but I won't be overhauling the black market in any way.  You'll just have to find better ways of robbing it!

Also, you can change Spelunky's music very easily.  Just copy the eight ogg files (cave, lush, ice, temple, boss, title, credits, victory) over each other in the Sound folder.  You can replace the soundtrack with all kinds of stuff (http://rpgmaker.net/games/1922/music/).


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on June 30, 2011, 09:13:06 PM
Ive been gone all this time and there till hasnt been a rock eating update? FOR SHAME.

On a more serious note, I take it neither you or Hyperme made it so bringing more than one damsel to the exit results in getting more than one hp yet have you


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on June 30, 2011, 09:27:49 PM
Nope, and I don't plan to.  It's a problem that only afflicts editor levels and you never register more than one Damsel saved even in normal Spelunky.  Besides, the ManTrap would look silly packing down all those ladies before the next stage.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on June 30, 2011, 11:45:59 PM
I know, but Its always bothered me that you can only get +1 hp per level you finish (well, not counting npc noms). I guess its really more of a problem with Editor+ but I doubt hyperme would add any fixes for the whole health thing

also why does everyone assume youd have to sit through each damsel lol, theres alternative ways to have the cinematic work


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on July 01, 2011, 05:21:23 AM
Oh, after downloading the current version I have things to report, which have actually been there forever and im not sure if ive mentioned them or not

In the editor if you press tab more than once to open the block menu you always have to press esc twice to close it (pressing tab a second time should exit you from the menu imo)

Pressing the number keys to swap categories doesnt work with the block menu open, which is muy annoying

Edit: another possible thing, it seems that the glove/paste combo only makes your bombs stick if its thrown, not via hotkey. Not sure if this is deliberate or not, though id assume it makes bombs more versatile since you can rebound them or stick them to things


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on July 01, 2011, 07:08:08 PM
I should probably fix those things.

I'll keep it in mind when I stop not having any time for anything.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on July 02, 2011, 05:21:37 PM
(http://i56.tinypic.com/jt4dwn.jpg)
Cant tell if this is funny or annoying, you have to sacrifice to the plant to be able to sacrifice to kali.

Or you know just kill it.

On that note, is there a list in this thread somewhere that shows how much of a discount you get from feeding ShopTraps with humans? I vaguely remember something about it from long ago.

Edit:
(http://i55.tinypic.com/2r42bdu.jpg)
This can happen


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on July 04, 2011, 04:53:17 AM
Humans fed to ShopTraps have value based on how meaty they are.  I forget all the exact totals, but cavemen, yetis, and hawk men are all worth C5000, and the rest are less than that.

Also, yes, that's supposed to be able to happen.  Contact with lava makes Meatmec die.  If you don't want him to touch it by accident, don't put it level with the floor.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on July 04, 2011, 04:38:22 PM
yeah i know, i just found it sort of amusing that he dies while not looking like hes event touching it

the eyes made that all the better too lol


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on September 15, 2011, 01:04:11 AM
Apparently some youtube commenter who saw my boss battle video has a problem with the prize merely being a cow and humbly requests a dinosaur

im not making this up (http://www.youtube.com/all_comments?v=4qgBSfNWKcs)


so next update will have dinosaurs and edible rocks, right?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on September 15, 2011, 04:34:48 AM
This person doesn't understand the simple things that motivate man-eating plants.

NO DINOSAURS

NO EDIBLE ROCKS

Next version will, however, have a rebalanced Tunnel ManTrap.  And hopefully some fixed bugs.  And probably be sometime next year.

:(


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on September 15, 2011, 12:18:32 PM
Will the Tunneltrap be able to eat rocks?


though really thats interesting how will you be rebalancing him?
also i dont suppose you have a list of known bugs? Im curious


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on September 15, 2011, 01:50:42 PM
Yes, I have this very handy list (http://mossmouth.com/forums/index.php?topic=1087.0) of known bugs, right here on the forums!  It keeps track of everything oh so well.

And since having an unbreakable mattock isn't too special for a ManTrap, I was going to give him some bud bombs and vines to start, allow him to swing the mattock in midair, and allow him to see objects buried in dirt.  I'm knocking his starting Bites down to 3 as well.  So he basically has permanent mattock/mitt combo and meat vision regardless of whatever other items he eats.  He'll still start with 2 HP, but I think those new bonuses will balance it out for him.

I'm also thinking of making the glazed ham and roast turkey give health if eaten instead of taken to the exit.  They'll also be worth a point to your noms score; something they already should be (known bug!).

That's all I have for the moment.  There's probably more I thought of and forgot.


Title: Re: Tastes Like Spelunky and Source
Post by: Xama_ on September 16, 2011, 12:40:48 PM
Why not news mobs?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on September 16, 2011, 02:36:22 PM
Uh...what?


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on September 16, 2011, 04:16:23 PM
the guy clearly plays minecraft and thinks all monsters in games are called mobs.


Title: Re: Tastes Like Spelunky and Source
Post by: Wonkyth on September 16, 2011, 05:38:18 PM
Mob (http://en.wikipedia.org/wiki/Mob_(computer_gaming)) isn't confined to Minecraft, you know. I've used the term "Mob" for many years while discussing MUDs, MMOs and roguelikes.

Now you know.  :P


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on September 17, 2011, 04:11:29 AM
Oh.  Then no.  I won't be adding any mobs to TLS.  If I want to make more enemies, I'll get back to work on Spelunkémon, which I assure you will have MOBS of mobs.

No, I didn't forget about it.  As I'm sure you didn't forget I'm still very busy.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on September 19, 2011, 07:23:57 PM
Yes, I have this very handy list (http://mossmouth.com/forums/index.php?topic=1087.0) of known bugs, right here on the forums!  It keeps track of everything oh so well.
Where exactly, bugs arent very clearly shown there

Mob (http://en.wikipedia.org/wiki/Mob_(computer_gaming)) isn't confined to Minecraft, you know. I've used the term "Mob" for many years while discussing MUDs, MMOs and roguelikes.

Now you know.  :P
Thank you for posting that
TL;DR on wiki: MOB=Mobile and thus pronounced Mobe


any way, looking forward to the TunnelTrap update


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on September 19, 2011, 09:30:57 PM
Mob (http://en.wikipedia.org/wiki/Mob_(computer_gaming)) isn't confined to Minecraft, you know. I've used the term "Mob" for many years while discussing MUDs, MMOs and roguelikes.

Now you know.  :P
Oh I know, I'm just saying a new group of people have said that from minecraft


Title: Re: Tastes Like Spelunky and Source
Post by: Wonkyth on September 20, 2011, 07:04:02 AM
It's a very handy term, I must admit.
I mean, it certainly beats the days of NPCs and Actors.  :P


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on September 22, 2011, 06:21:22 PM
UPDATE!

Aren't we lucky?  I had just a big enough break between all my art tournaments to get this revision together!  I rebalanced the Tunnel ManTrap so he isn't so awful to play as, and fixed a whole bunch of bugs.

Parachutes no longer crap out on you for no reason.

I fixed the editor's tab menu so you can change between arrays while it's open.  However, I could not for the life of me get it to close when tab is pressed twice.

I fixed it so enemies stop bleeding when they've been hit by too many items (goodbye, yeti blender).

I revamped the tutorial cave to better teach the rules of eating things and whatnot.

I fixed a hit detection problem with the Mattock that caused it to occasionally break the block directly beneath you.

I fixed it such that Meatmec is frozen in the frozen zone and won't randomly fall through the floor off-screen (in custom levels only).

Eating glazed hams and roasted turkeys will now give you HP instead of calories.

Fixed the bug where Spelunker and Tunnel Man's weapons lose their owner...I hope.

And, uh...that's about it, I think.  Be sure to tell me about other problems you encounter!

And NO, rocks are still NOT EDIBLE.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on September 22, 2011, 09:34:58 PM
Quote
I fixed a hit detection problem with the Mattock that caused it to occasionally break the block directly beneath you.

And NO, rocks are still NOT EDIBLE.

Awh that was a useful bug

and IMO tls will never be complete until that rock thing is changed
I mean they should at least chew on it and spit it out


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on September 23, 2011, 04:37:56 AM
I would say it was only useful sometimes.  More often than not, it would happen unintentionally, resulting in unexpected falls (usually into spikes).  And it's still sort of possible; you just have to be standing very far on the opposite edge of the block, almost teetering.

And why is it you guys think there's nothing a ManTrap won't eat?  If I ever change it, I'll have it so eating a rock makes you clock yourself in the head for -2 HP. >:(


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on September 24, 2011, 03:35:32 AM
Im fine with that!


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on September 24, 2011, 02:27:07 PM
GUESS WHAT GUYS

I screwed up and now you can't beat the final boss without lots of bombs.  I uploaded the fixed version already!


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on September 24, 2011, 07:40:51 PM
i take it he no longer broke blocks?


also by the way
yes I do expect a creature who eats guns pick axes and paste to eat rocks

Youre lucky Mars doesnt understand the coding for eating items or I'd have forced him into making a mod for this already


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on September 24, 2011, 08:22:09 PM
Mwahaha, you'll NEVER figure it out!  NEVER!!!


Title: Re: Tastes Like Spelunky and Source
Post by: Wonkyth on September 24, 2011, 11:21:47 PM
(http://s3.amazonaws.com/kym-assets/entries/icons/square/000/004/457/challenge.jpg?1291495361)
Seriously.  :P


Title: Re: Tastes Like Spelunky and Source
Post by: hyperme on September 25, 2011, 04:20:45 AM
Mwahaha, you'll NEVER figure it out!  NEVER!!!

Challenge Accepted!

Hey, Hali, how does the item eating code work?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on September 25, 2011, 04:38:21 AM
Well, first it checks if the-

Hey, WAIT A MINUTE.

Nice try, bucko! :-X


Title: Re: Tastes Like Spelunky and Source
Post by: Wonkyth on September 25, 2011, 04:57:26 AM
Actually, could someone upload a dump of the code files somewhere?
I'd love to check it out.  :D


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on September 25, 2011, 07:51:54 AM
The source is right there in the OP, but you'd need GM to open it...


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on September 25, 2011, 10:31:24 AM
And just saying, if he didn't want to give it out wonkyth that would be kinda rude


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on September 25, 2011, 11:19:52 AM
No, I give it freely.  I'm just not going to explain it to you. ;)


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on September 26, 2011, 05:58:00 PM
No, I give it freely.  I'm just not going to explain it to you. ;)
I know, I made a mod of it remember? but if you DIDN'T give it freely then it would be kinda rude to ask some one to take it for him, wouldn't it?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on September 26, 2011, 08:25:52 PM
Uh, yeah, I guess.  But the former was the case all along, so...yeah.  Doesn't really matter.


Title: Re: Tastes Like Spelunky and Source
Post by: Wonkyth on September 27, 2011, 01:58:26 AM
My, uh, problem is that I don't have GM, not that I'm mystified by other peoples code.
I spend much of my weekends helping people debug and the likes, so I've got quite familiar with code that isn't my own.  :P

Also, mars, what are you on?  ::)


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on October 01, 2011, 02:25:47 PM
And just saying, he didn't want to give it out wonkyth that would be kinda rude
Mars missed an "if" in his post that seems to have made it come off wrong ("if he didn't")

anyway, im glad the interest in the ability to eat rocks has grown, why if we work together we'll have it figured out by the end of this year! And why stop at rocks, we'll make everything you can pick up be edible!


Title: Re: Tastes Like Spelunky and Source
Post by: Kegluneq on October 05, 2011, 11:04:46 PM
Aha! I found it! And I get it! Mostly!


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on October 06, 2011, 06:32:37 AM
THE DAY OF THE ROCK COMETH


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on October 06, 2011, 02:40:32 PM
IMPRESS ME MORTALS


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on October 07, 2011, 02:12:06 AM
THE PEOPLE NEED YOUR HELP KEGLUNIQUIS YOU ARE THE ONLY MORTAL WITH THE POWER TO STAND UP TO THE GODS

FORGE YOUR STONE WITH MIGHT AND PERCISSION, AND LET IT FLY INTO THE FOREHEAD OF YOUR ENEMIES

YOUVE GOT THE TOUCH
YOUVE GOT THE POWER

how do you spell percission, spell checkers being terdarted


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on October 07, 2011, 03:31:10 AM
"Precision."

Methinks you were misled in its pronunciation.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on October 07, 2011, 05:11:54 PM
nah its not too rare that i accidentally pronounce a word as per instead of pre so im not surprised


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on October 07, 2011, 06:13:04 PM
You mean sruprised well, that explains it!


Title: Re: Tastes Like Spelunky and Source
Post by: NighTTripper on January 04, 2012, 11:32:58 PM
I know this thread is old, but I want to ask a question anyway :P Does the shopkeeper reappear if u eat him?


Title: Re: Tastes Like Spelunky and Source
Post by: Wonkyth on January 05, 2012, 02:51:08 AM
He kills you. From the inside.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on January 05, 2012, 05:41:00 AM
Eat one and find out.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on January 28, 2012, 01:15:06 PM
Hali, question, did you integrate Magic Signs into TLS or was that just Moloch (I know urza made MS versions of TLS and E+ but idk if either you or hyper made the combination official)

I need signs in TLS for some evil you see, and not of the rock variety either!

edit:
Code:
___________________________________________
ERROR in
action number 1
of  Step Event
for object oLevelEditor:

Error in code at line 123:
               else levelArray[floor(oCursObj.x/16)-1, floor(oCursObj.y/16)-1] = flatArray[dropVal];
                               ^
at position 30: Negative array index

___________________________________________
ERROR in
action number 1
of  Step Event
for object oLevelEditor:

Error in code at line 198:
           else levelArray[floor(oCursObj.x/16)-1, floor(oCursObj.y/16)-1] = "0";
                           ^
at position 26: Negative array index

edit2, because I'm running into quirks while doing level stuff and may as well put them all in one post

GSpider is immune to acid. Why? I know it was always immune to Lava because it never appeared around it naturally, but it seems like acid should be made to kill it just so people have that option when making levels.

Also I forget what the difference between acid and lava is.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on January 28, 2012, 09:20:38 PM
No, I didn't combine TLS with Magic Signs.  Only the guy who made Magic Signs did.

I have no idea how you got those errors.  What were you trying to do when they popped up?

Giant Spider has always been immune to lava, and acid has all the same properties as lava anyway, so the spider is also immune to that.  The difference between lava and acid is that acid doesn't randomly create Magma Men.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on January 29, 2012, 04:08:57 AM
You should do that so I dont have to use an older TLS version eue (although I doubt its so far back that i'd lose any important features)

I'm not entirely sure, it may have to do with the level boarders? I noticed you can erase or replace them with different tiles and usually the error popped up when I clicked back onto the window after looking at a different program, so I may have been hitting the boarders accidentally? Also not sure if you noticed but on the right and bottom boarder you can see outside the level while editing it.

I always forget that part about the lavamen haha, but it feels like there should be more differences than that, like for example killing the horrible spiders


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on January 29, 2012, 09:16:57 AM
I'm not entirely sure, it may have to do with the level boarders? I noticed you can erase or replace them with different tiles and usually the error popped up when I clicked back onto the window after looking at a different program, so I may have been hitting the boarders accidentally? Also not sure if you noticed but on the right and bottom boarder you can see outside the level while editing it.
Weird.  I've noticed none of these things.  My advice to you would be...don't use other programs while editing levels???

Also no.  You want up-to-date Magic Signs TLS, well...it's open source for a reason.


Title: Re: Tastes Like Spelunky and Source
Post by: hyperme on January 29, 2012, 11:45:03 AM
So anyhows, I was thinking about making some modding for this. But the code is sort of wonky. How does the item eating code work?


Title: Re: Tastes Like Spelunky and Source
Post by: ANT on January 29, 2012, 01:28:59 PM
So anyhows, I was thinking about making some modding for this. But the code is sort of wonky. How does the item eating code work?
He cant tell you that or someone may make a rock eating mod


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on January 29, 2012, 04:00:57 PM
Oh...MAN.  I was SO HIGH when I mad et aht code, I canbt eben TEL L YUO.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on January 29, 2012, 05:34:03 PM
Rock jokes have been thwarted by mspa references, this is a sad day


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on January 29, 2012, 08:03:24 PM
They're SBaHJ references you philistine!


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on January 29, 2012, 11:27:30 PM
A subsidiary of MSPA


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on January 31, 2012, 02:13:36 PM
(http://i.imgur.com/sQPa2.png)
ALL OF MY OCD RAGE WHY


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on January 31, 2012, 02:24:24 PM
If I didn't already know how ridiculous and stupid Spelunky's water can be, I'd be inclined to try and fix that.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on January 31, 2012, 02:43:33 PM
I demand a total re-write then .n. like seriously I hate when this happens its so ugly and random


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on January 31, 2012, 03:50:08 PM
It's seriously wacky.  I think Derek set it up so the game sets the sprite for water (because it's a lag issue otherwise).  But even if you set the water-changing script correctly, you can still get weird stuff like that screenshot.

Again, it's seriously wacky.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on January 31, 2012, 04:41:34 PM
make new code then (・∀・d)

also bug stuff
the earlier error definitely was from placing tiles on the boarders, also if you click into the editor from another window it will place/delete a block on whatever tile you had selected before leaving the window
ALSO I had another issue with mantrap messages (another as in the last time was over a year ago) where I saved and reopened it and all the messages were swapped and one was deleted.

edit:HAM DOESNT KILL BATS. WHAT IS THIS NONSENSE.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on January 31, 2012, 05:07:28 PM
Boarders is a bookstore that went out of business.  Levels have borders that apparently mucking around in other programs can cause mistakes to happen with.  Protip: don't be so ADHD.

Also, I've never run into any trouble with ManTrap messages, and I can't diagnose what your issue is without the context of the situation.

Also also, only the bottom part of a ham will collide with anything.  The same is true of gold idols in Spelunky.  This is so they can be thrown more easily down passages one tile high.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on January 31, 2012, 05:43:31 PM
Levels have borders that apparently mucking around in other programs can cause mistakes to happen with.  Protip: don't be so ADHD.

First off, rude, secondly, I'm not allowed to have a image file open to use as reference so I can make levels better because you wont look into fixing the issue?


Title: Re: Tastes Like Spelunky and Source
Post by: Wonkyth on January 31, 2012, 05:53:10 PM
Bae, you need a stiff drink.
How about a frozen yogurt?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on January 31, 2012, 10:28:59 PM
All right, that's a more legitimate reason to be entering/leaving the editor constantly.  I don't really understand what problem you're having, though.  Got any screenshots?  Error messages?  I can't fix it if I have no context.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on February 01, 2012, 01:50:39 AM
http://i.imgur.com/bDe6G.png
Okay let's start with this, I have the editor open and am focused on my image window, note that the door in the wall is where my cursor was last registered before leaving the window and that the door hasnt been placed.

http://i.imgur.com/Skwvm.png
Now if we click right where the little crosshair was from the other window...

http://i.imgur.com/9wn5H.png
we now have two more doors that we shouldnt have

is there any way to like prevent input until after you've returned focus on it and not AS you return focus to the window?

http://i.imgur.com/bIfux.png
This is the border error, I already posted the error code before so you get a screen shot this time showing you the block in the wall that caused it. You shouldnt even be able to place blocks there

http://i.imgur.com/MgLMx.png
The space at the edge of the editor

edit: oh, good, the traps messed up again and now i can post the error code
Code:
___________________________________________
ERROR in
action number 1
of Create Event
for object oLevelEditor:

Error in code at line 611:
                                       talk.message = TalkTrap[TalkTrapID];
                                                      ^
at position 53: Unknown variable TalkTrap or array index out of bounds

Oddly enough after that happens the editor loses all its buttons like the late buttons and info

I even put all three traps on different layers to try to prevent this

"TalkTrap or array index out of bounds" is this because the mantrap is on the edge of the level and his words go outside it in the editor preview? Thats not how it should work.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on February 04, 2012, 02:22:25 AM
pshk - base to hali, base to hali, come in hali - pshk


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on February 04, 2012, 06:30:12 AM
Oh right, sorry.  Thing is...I'm not gonna have the chance to look at that for a while. (http://halibabica.deviantart.com/journal/The-Busiest-Month-of-All-282788240)  Like, even if I look at the pictures 'n stuff, no way am I sinking time into a TLS bug fix session right now.

See you in a month!


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on February 04, 2012, 11:41:21 AM
GOB DANM YOU

Time to go bother Hyperme or Wonky then I guess since im trying to work on stuff that requires, like, a working game |P


Title: Re: Tastes Like Spelunky and Source
Post by: Wonkyth on February 04, 2012, 11:58:00 PM
/me just finished buying a key as he opened this thread.


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on February 05, 2012, 12:21:05 AM
/me just finished buying a key as he opened this thread.
sweet, let me know if you want to talk game maker some time


Title: Re: Tastes Like Spelunky and Source
Post by: Wonkyth on February 05, 2012, 02:00:15 AM
Am talkign to you right now! :P

But yeah, one edited line later, and rocks are edible.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on February 05, 2012, 04:55:31 AM
Except that won't make them do anything.


Title: Re: Tastes Like Spelunky and Source
Post by: Wonkyth on February 05, 2012, 05:52:18 AM
Challenge accepted!


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on February 05, 2012, 10:15:38 AM
IMPRESS ME MORTALS


Title: Re: Tastes Like Spelunky and Source
Post by: Wonkyth on February 05, 2012, 02:39:25 PM
I am your rock GOD! (http://www.mediafire.com/?8i8j0dv55kkvd8w)


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on February 05, 2012, 03:35:08 PM
http://www.youtube.com/watch?v=jjfkYsFpx34

The first 41 seconds is how I feel


Title: Re: Tastes Like Spelunky and Source
Post by: Wonkyth on February 05, 2012, 03:48:21 PM
Note: play with music ON. And yes, I broke a shit-ton of stuff. :P/me is lazy, yah!


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on February 05, 2012, 04:31:40 PM
Hooray, I can waste a bite to hear EotT once and then no more music after that forever.

Why do I get the feeling the real reason Bae wanted this mod so bad was to post a link to that Minecraft video? :P

So I'm actually kinda curious how you got the game to recognize the new music ogg at all.  I've tried adding more tracks before, but I couldn't figure out how.  WHAT IS THIS SORCERY


Title: Re: Tastes Like Spelunky and Source
Post by: Wonkyth on February 05, 2012, 04:44:56 PM
Just, like, added them to the place where the rest of the songs were added...


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on February 05, 2012, 05:44:23 PM
Why do I get the feeling the real reason Bae wanted this mod so bad was to post a link to that Minecraft video? :P
I could use any excuse to post that
The reason I wanted rocks to be edible is because you are a terrible person for not having that in already and the game wouldnt be complete without it, so there


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on February 05, 2012, 05:50:45 PM
Just, like, added them to the place where the rest of the songs were added...
Seriously?  That's it?  That's in the Create event of one of the game's early objects, right?  'Cuz anything I tried to add there before didn't play. ???

The reason I wanted rocks to be edible is because you are a terrible person for not having that in already and the game wouldnt be complete without it, so there
Game's complete when I say it is, Jones.  I deemed that some things were not worth eating, and I decided rocks would be among those.  About the only thing I'd have them do would be to decrease digest time like someone else suggested, and even then, they're far too common to serve any purpose of real value.

What I'm trying to say is making EotT play is about the most they should ever do. ;)


Title: Re: Tastes Like Spelunky and Source
Post by: Wonkyth on February 05, 2012, 06:02:53 PM
The hard part is I couldn't find where it was actually PLAYING the other songs. So, I just made it so that when you ate a rock, it stopped all other songs, started the eye of the tiger, and put a lock on starting any new songs.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on February 05, 2012, 09:13:00 PM
What I'm trying to say is making EotT play is about the most they should ever do. ;)
I am content with this


Also Wonky needs to help me with the music for my minimod


Title: Re: Tastes Like Spelunky and Source
Post by: Wonkyth on February 05, 2012, 10:34:01 PM
Sure, I guess...


Title: Re: Tastes Like Spelunky and Source
Post by: Skoke on February 07, 2012, 09:03:42 AM
Pretty Awesome I wasted all my bites eating rocks. To bad Im in digital graphics class and cant play the sound without getting in trouble


Title: Re: Tastes Like Spelunky and Source
Post by: Wonkyth on February 08, 2012, 02:31:37 AM
One word: Earphones. :D


Title: Re: Tastes Like Spelunky and Source
Post by: MisterYura on February 09, 2012, 12:13:31 PM
I tried to feed the dead body of the Spelunker to a merchant mantrap in the Jungle area, but was met with:
Quote
___________________________________________
ERROR in
action number 3
of  Step Event
for object oPlayer1:

Error in code at line 22:
       if (holdItem.cost > 0 and isLevel())
                    ^
at position 19: Unknown variable cost

Great mod though, I'm really enjoying it!


Title: Re: Tastes Like Spelunky and Source
Post by: Pteriforever on February 09, 2012, 03:11:47 PM
Music doesn't play for me.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on February 09, 2012, 07:57:48 PM
Do you have EotT in your files folder, Pteri?

@Yura: Glad you like it!  I'll have to look into that bug when I'm not quite so busy with other things (in March).


Title: Re: Tastes Like Spelunky and Source
Post by: ATP on March 03, 2012, 11:54:57 AM
Hey, where can I find an up to date version of TLS magic signs? I haven't been on this forum in a long time.



Title: Re: Tastes Like Spelunky and Source
Post by: Wonkyth on March 03, 2012, 05:36:41 PM
Welcome Back, dude! :D
Always good to see new old faces!


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on March 03, 2012, 08:45:03 PM
I don't think there IS an up-to-date version...


Title: Re: Tastes Like Spelunky and Source
Post by: ATP on March 04, 2012, 04:23:04 PM
Then can you make one? I would do it myself, but I don't have GM pro anymore :(.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on March 04, 2012, 07:11:59 PM
I would, but I don't know squat diddly about Magic Signs.


Title: Re: Tastes Like Spelunky and Source
Post by: ATP on March 05, 2012, 05:37:41 PM
I would, but I don't know squat diddly about Magic Signs.
Thats ok; from what I remember, you only need to copy a few lines of code. Urza designed it to be easy to copy. ;D


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on March 05, 2012, 07:00:54 PM
This is the part where I don't bother because I don't particularly care.

Really, if I wanted Magic Signs as part of the official TLS, I'd have added it already.


Title: Re: Tastes Like Spelunky and Source
Post by: ATP on March 06, 2012, 04:45:13 PM
Ok, I'll ask Urza to do it.


Title: Re: Tastes Like Spelunky and Source
Post by: Urza on March 07, 2012, 07:24:09 PM
Here you go: http://www.filedropper.com/tlsmagicsigns
Hopefully I didn't screw anything up, I haven't used game-maker in ages.
Edit: OKay, that didn't work. Trying something else.


Title: Re: Tastes Like Spelunky and Source
Post by: ATP on March 12, 2012, 02:58:32 AM
Here you go: http://www.filedropper.com/tlsmagicsigns
Hopefully I didn't screw anything up, I haven't used game-maker in ages.
Can you upload it to mediafire instead? I don't have paypal or a credit card.


Title: Re: Tastes Like Spelunky and Source
Post by: supermariousa on March 24, 2012, 10:12:27 PM
Did I mention I love this mod?


Title: Re: Tastes Like Spelunky and Source
Post by: wurmy on March 25, 2012, 12:47:20 PM
Halibabica!

You must add ZOMBIE MANTRAPS that are VEGITARIANS as enemies, I demand it.

(http://desmond.imageshack.us/Himg26/scaled.php?server=26&filename=zombieplantz.jpg&res=crop)


Title: Re: Tastes Like Spelunky and Source
Post by: Skoke on March 25, 2012, 01:35:07 PM
Halibabica!

You must add ZOMBIE MANTRAPS that are VEGITARIANS as enemies, I demand it.

(http://desmond.imageshack.us/Himg26/scaled.php?server=26&filename=zombieplantz.jpg&res=crop)
maybe in a goh tls. I would love a goh version


Title: Re: Tastes Like Spelunky and Source
Post by: Skoke on March 27, 2012, 01:10:09 PM
Error: when I beat a custom level then played boss rush and died in the boss rush it took me to the beginning of the last custom level (beginning of the last level ex: tls mtroidvania credits)


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on March 27, 2012, 02:37:22 PM
I noticed that once myself.  I think it's related to the changes TOC made to allow checkpoints in custom levels.  It's weird, but I dunno how to fix it.

Also, sweet, you beat TLSMV!


Title: Re: Tastes Like Spelunky and Source
Post by: billybobfred on April 01, 2012, 07:25:30 PM
I ate a live shopkeeper.

Should have seen that one coming.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on April 01, 2012, 08:06:45 PM
It's worth it at least once.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on April 03, 2012, 02:40:41 AM
Hey Hali
Are the NPC mantraps connected to the player sprites at all?
Like, if I replaced the sprites for the players would that in any way impact the NPC traps?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on April 03, 2012, 04:14:02 AM
Nope, they'll completely separate.  They had to be; they're drawn from different coordinates in GM.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on April 03, 2012, 05:03:58 AM
I have no idea what that means

But awesome


Title: Re: Tastes Like Spelunky and Source
Post by: Shane on April 04, 2012, 11:04:47 AM
Great mod, especially the City. Letting the Man-Trap have powers depending on the food it ate was also a great idea!


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on April 04, 2012, 02:34:11 PM
Nope, they'll completely separate.
I have no idea what that means
That's an incredibly unfortunate typo.  I meant to say "Nope, they're completely separate."  It reads totally differently the other way. :o

Glad you like it, Shane!


Title: Re: Tastes Like Spelunky and Source
Post by: Shane on April 04, 2012, 02:41:24 PM
Is there a list which has all the powers and their requirements?


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on April 04, 2012, 06:37:32 PM
Is there a list which has all the powers and their requirements?

There was... where was it....

I can't remember


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on April 04, 2012, 08:36:39 PM
Is there a list which has all the powers and their requirements?

It's right there.  In the OP.  It's in white text.


Title: Re: Tastes Like Spelunky and Source
Post by: Shane on April 05, 2012, 03:10:12 AM
It's right there.  In the OP.  It's in white text.
Thanks!


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on April 08, 2012, 05:23:26 AM
That's an incredibly unfortunate typo.  I meant to say "Nope, they're completely separate."  It reads totally differently the other way. :o

I got that, it was the technobabble that made me confused


Title: Re: Tastes Like Spelunky and Source
Post by: NOMination on April 12, 2012, 09:30:17 AM
Dunno if anyone else has had this problem, but TLS runs super slow and won't respond to my gamepad. Every other version of Spelunky works fine. I just wanna eat crap- I mean stuff... but then again, I am a plant. Fertilizer might be good.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on April 12, 2012, 10:09:28 AM
Strange.  I have no idea what the problem might be.


Title: Re: Tastes Like Spelunky and Source
Post by: NOMination on April 12, 2012, 09:14:07 PM
Figured it out. Can't keep TLS in the same folder as Spelunky and other Spelunky variants, and I had to change some gamepad settings. Thanks for looking it over.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on April 13, 2012, 09:30:37 AM
you also cant have the awesome kirby 64 sound track if you put it in the same folder as the vanilla


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on April 13, 2012, 11:36:09 AM
I keep all my soundtracks in the separate subfolders of the sound folder and copy/paste them over each other when I want to switch. :3


Title: Re: Tastes Like Spelunky and Source
Post by: Wonkyth on April 13, 2012, 11:56:47 PM
Would it be worth setting up Spelunky 1.2 so that you can just change the filepath to the music in your mod, so they can all be kept together?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on April 14, 2012, 03:18:41 PM
I'm gonna go with 'no' on that one.  Thing is, Spelunky 1.2 is meant to remain vanilla Spelunky while resolving its bugs and making it the best it can be.  Designing it to resonate with modded material would go against the spirit in which it's being made.  Plus, copy/paste isn't THAT hard to do.


Title: Re: Tastes Like Spelunky and Source
Post by: Shane on April 15, 2012, 12:32:51 PM
I keep all my soundtracks in the separate subfolders of the sound folder and copy/paste them over each other when I want to switch. :3
I simply rename it  :)


Title: Re: Tastes Like Spelunky and Source
Post by: Bizarro on June 09, 2012, 08:33:27 PM
This mod is seriously better than the original game, both for noobs and pros.
1)   The theme of food fits the game’s sense of humor better than bland gold.
2)   If the original Spelunky is like Fallout 3, TLS is like Fallout: New Vegas.
3)   Inventory management is streamlined. In the original you can become the beast by the end of the game, with all the top upgrades available. It can be hard to keep track of which powerups you currently have or don’t have. The 3 slots of TLS make the game simpler for newcomers and more limiting and thus challenging for veterans.
4)   Item combos are a fantastic addition. After about a thousand deaths in Spelunky, my discoveries were limited to emergent properties of the gameplay. I could not discover anything intentional anymore. Newcomers to TLS can slowly discover item combos, ‘doled out’ by accidental availability of items. Item combos add a ton of depth to the game without negatively affecting the newcomer.
5)   “Juggling” which was very tempting in the original is very limited here, due to the points above. You might still want to juggle a key, a damsel, and an idol, but juggling weapons and items like teleport no longer makes sense. Whew!
6)   People experienced in the original Spelunky are likely to rush to the TLS version of the city of gold. They will pick up I-Bone Steak disproportionately, missing out on many combos that require a different passive slot.
7)   Unfortunately I’m too burnt out by the original Spelunky to fully enjoy TLS.
I hope Derek Yu can either rewrite this mod into the XBLA port, or somehow make it possible to mod the XBLA version. Not because I’ll ever play it (I have no xbox) but because the game would get better reviews and more attention.


Title: Re: Tastes Like Spelunky and Source
Post by: Nathan on June 09, 2012, 08:53:19 PM
Can I use part of the soundtrack for Kirblunky? Of course I would give you credit


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on June 10, 2012, 07:17:08 AM
1) This
2) mod
3) is
4) completely
5) f#$%ing
6) awesome
7) !
Thanks!

Can I use part of the soundtrack for Kirblunky? Of course I would give you credit
You can use all of it if you want. I don't own the rights to Kirby 64.


Title: Re: Tastes Like Spelunky and Source
Post by: Nathan on June 10, 2012, 12:05:11 PM
You can use all of it if you want. I don't own the rights to Kirby 64.


Title: Re: Tastes Like Spelunky and Source
Post by: Skoke on June 10, 2012, 04:51:45 PM
Why did you quote this?


Title: Re: Tastes Like Spelunky and Source
Post by: Nathan on June 10, 2012, 04:53:04 PM
Why did you quote this?

I meant to say thanks


Title: Re: Tastes Like Spelunky and Source
Post by: Xama_ on June 26, 2012, 07:06:02 AM
Guys, I saw a epic bug : With this one, I got 400 kill, 99 ropes and more that 1 000 000 Cals in TLS.
1) Ate a lamp.
2) Ate a web-cannon.
3) Kill the alien boss with fireballs.

-> The alien boss is die(loot icecreams and ropes) and... He resurrects and die extremely quickly... and many times! -> With this use bug, you can have any Cals, rope and kills as you want.

I don't know if you know this bug, but I report here.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on June 26, 2012, 02:55:00 PM
The Alien Boss is dropping vines when killed with fireballs? Yep, that's a bug all right!


Title: Re: Tastes Like Spelunky and Source
Post by: marsgreekgod on July 04, 2012, 09:24:40 AM
http://indiegames.com/2012/07/top_10_spelunky-like_games_for.html

check this list


Title: Re: Tastes Like Spelunky and Source
Post by: KarjamP on July 04, 2012, 11:06:18 AM
http://indiegames.com/2012/07/top_10_spelunky-like_games_for.html

check this list

I think you have posted this in the wrong thread.  :P


Title: Re: Tastes Like Spelunky and Source
Post by: TyrOvC on July 04, 2012, 12:15:20 PM
No, he didn't post it in the wrong thread. Impressive looking list to get on too!


Title: Re: Tastes Like Spelunky and Source
Post by: KarjamP on July 04, 2012, 02:28:24 PM
No, he didn't post it in the wrong thread. Impressive looking list to get on too!

Didn't see Tastes like Spelunky's on the list.  :P


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on July 04, 2012, 03:11:22 PM
It's there! Also, wow, I'm up to 1800 downloads on RMN. :3


Title: Re: Tastes Like Spelunky and Source
Post by: Bizarro on July 13, 2012, 11:14:27 PM
Instead of gems you could have made ice cream cones with different-coloured scoops: white vanilla, pink strawberry, yellow caramel, and brown chocolate (the equivalent of diamond!)


Title: Re: Tastes Like Spelunky and Source
Post by: EdenNov on July 14, 2012, 02:16:33 AM
They're not gems, they are meatballs with different sauces.


Title: Re: Tastes Like Spelunky and Source
Post by: Nathan on April 19, 2013, 05:35:39 PM
Halibabica probably wont bother as he has moved on from TLS. If you tell me I can try to fix it!


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on April 19, 2013, 09:55:25 PM
There's actually a few things I'd like to update in TLS, but I am busy beyond belief (so what else is new, right???). It's hardly top priority, but you know I'll make it known when it happens!

@Nathan: Don't worry about fixing it; it's a small, non-fatal thing related to the Tunnel ManTrap and Meatmec.


Title: Re: Tastes Like Spelunky and Source
Post by: Sarge on June 21, 2013, 01:51:54 AM
I like this mod. :D

I wish the Ninja suit combo is able to avoid the Shopkeeper's sight, since it only affects Cave 'n Hawkman. :/


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on June 21, 2013, 04:28:39 AM
Shopkeepers are retail professionals. You can't put anything past them! ;3


Title: Re: Tastes Like Spelunky and Source
Post by: Sarge on June 22, 2013, 04:35:39 PM
Shopkeepers are retail professionals. You can't put anything past them! ;3
Looks like they are secretly using Spectacles! :O


Title: Re: Tastes Like Spelunky and Source
Post by: Wonkyth on June 25, 2013, 08:39:08 PM
Heh, you could make it so that they don't react to you unless you do something to piss them off. Unless they already don't watch you with their eyes...It's been too long since I played. D:


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on June 26, 2013, 05:26:56 AM
If you're in they're shop and get within 5 tiles of them, they get angry. There are no items or combos in the game that prevent this. They also get angry if you pick up one of their items without getting in range (with the sticky paste, for instance). And of course they still get angry for all the other reasons they might.

Since I increased their stun time and shop robbing is the only option, I felt no need to make them any easier to deal with. Crawling across their ceiling with the ninja suit can work wonders, though. They'll pass harmlessly underneath and run right out the door.


Title: Re: Tastes Like Spelunky and Source
Post by: Zombie_Mantrap on June 28, 2013, 01:51:43 PM
At some point I demand the opportunity to make an appearance in restless dead levels, If you do not meet my demands I'll raid your fridge and eat all of your lettuce.


Title: Re: Tastes Like Spelunky and Source
Post by: KarjamP on June 28, 2013, 01:59:37 PM
I wonder how a zombie mantrap would work in this game, if that was to be implemented?

(AFAIK, there hasn't been updates for this in a while {aside from maybe updates to support the latest Editor+ standards} ).


Title: Re: Tastes Like Spelunky and Source
Post by: Zombie_Mantrap on June 28, 2013, 03:06:03 PM
I wonder how a zombie mantrap would work in this game, if that was to be implemented?

(AFAIK, there hasn't been updates for this in a while {aside from maybe updates to support the latest Editor+ standards} ).

(I'm well aware that this wonderous mod hasn't had any content updates in quite some time but still, A plant can dream. :c)


Title: Re: Tastes Like Spelunky and Source
Post by: Sarge on June 29, 2013, 12:18:07 AM
Zombeh mantraps would be cool :3


Title: Re: Tastes Like Spelunky and Source
Post by: Zombie_Mantrap on June 29, 2013, 12:59:13 AM
Zombeh mantraps would be cool :3

Yay. c:


Title: Re: Tastes Like Spelunky and Source
Post by: Whooper1222 on June 29, 2013, 01:28:23 AM
Zombeh mantraps would be cool :3
I second this.


Title: Re: Tastes Like Spelunky and Source
Post by: Zombie_Mantrap on June 29, 2013, 01:45:07 AM
Zombeh mantraps would be cool :3
I second this.
Anyone who *doesn't* want to see an undead flower tear its living counterpart to mulch leaf by leaf is crazy.

...Or is madly in love with a mantrap and is terrified of anything that hurts plants.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on June 29, 2013, 05:33:41 AM
Maybe if I wasn't sick to death of seeing zombies in everything everywhere wow yeah whoo zombies so cool and definitely not way overdone

what was I going to say? Oh right. No, I hate zombies.


Title: Re: Tastes Like Spelunky and Source
Post by: Zombie_Mantrap on June 29, 2013, 09:59:46 AM
Maybe if I wasn't sick to death of seeing zombies in everything everywhere wow yeah whoo zombies so cool and definitely not way overdone

what was I going to say? Oh right. No, I hate zombies.
No matter how valid of a point that is it still hurts my feelings that you hate me. ;-;


Title: Re: Tastes Like Spelunky and Source
Post by: CaSoDaN on June 29, 2013, 11:16:19 AM
Who cares if Hali doesn't add zombies? TLS is an overrated mod anyway.


Title: Re: Tastes Like Spelunky and Source
Post by: TyrOvC on June 29, 2013, 11:19:23 AM
Zombie ManTraps that eat rocks! :3


Title: Re: Tastes Like Spelunky and Source
Post by: Zombie_Mantrap on June 29, 2013, 12:03:19 PM
Who cares if Hali doesn't add zombies? TLS is an overrated mod anyway.
Probably not a good idea to call tls overrated in its own thread.

lack of undead salads aside this mod's forking awesome and deserves any praise it gets. >.>


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on June 29, 2013, 02:38:37 PM
Don't mind SuperX46. He's been pissed at me ever since a series of PMs where he reported one of my own posts to me. Best to just ignore his little quip.


Title: Re: Tastes Like Spelunky and Source
Post by: KarjamP on June 29, 2013, 03:10:27 PM
Yeah.

Anger or grudges towards the other person would influence one's point of view toward the other person's product, whenever it's good or not.

(not trying to hit on you, Super, as you've ALSO experienced a similar situation where an angry Subscriber didn't like your game design in one of your games).


Title: Re: Tastes Like Spelunky and Source
Post by: CaSoDaN on June 29, 2013, 03:13:21 PM
Don't mind SuperX46. He's been pissed at me ever since a series of PMs where he reported one of my own posts to me. Best to just ignore his little quip.
How exactly am I doing a "little quip?" I was just expressing my opinion about this mod. If you are going to bring that shit up again I might as well fucking leave.


Title: Re: Tastes Like Spelunky and Source
Post by: KarjamP on June 29, 2013, 03:19:17 PM
Super has a point.

He was just expressing his opinion.


Title: Re: Tastes Like Spelunky and Source
Post by: Zombie_Mantrap on June 29, 2013, 03:21:55 PM
Don't mind SuperX46. He's been pissed at me ever since a series of PMs where he reported one of my own posts to me. Best to just ignore his little quip.
How exactly am I doing a "little quip?" I was just expressing my opinion about this mod. If you are going to bring that shit up again I might as well fucking leave again.

Jeeze man watch the language, There are children present. D:

...Maybe, I'm not quite certain of the average age of the residents of mossmouth.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on June 29, 2013, 04:25:43 PM
How exactly am I doing a "little quip?" I was just expressing my opinion about this mod.
Oh, okay. If that's your opinion, that's fine then. I read into it as you trying to upset me by insulting my otherwise well-received mod. You don't have to like it, but I'm curious to know why you consider it overrated.


Title: Re: Tastes Like Spelunky and Source
Post by: CaSoDaN on June 29, 2013, 05:35:31 PM
How exactly am I doing a "little quip?" I was just expressing my opinion about this mod.
Oh, okay. If that's your opinion, that's fine then. I read into it as you trying to upset me by insulting my otherwise well-received mod. You don't have to like it, but I'm curious to know why you consider it overrated.
I never said I hated it. I just basically said it was overrated. It's not a bad mod. Just I think people say it's better then it actually is.


Title: Re: Tastes Like Spelunky and Source
Post by: Sarge on June 29, 2013, 06:03:12 PM
Jeez, didn't expect a war to be started here.

I don't think it's a overrated mod, it's just a great mod


Title: Re: Tastes Like Spelunky and Source
Post by: Zombie_Mantrap on June 29, 2013, 09:42:41 PM
How exactly am I doing a "little quip?" I was just expressing my opinion about this mod.
Oh, okay. If that's your opinion, that's fine then. I read into it as you trying to upset me by insulting my otherwise well-received mod. You don't have to like it, but I'm curious to know why you consider it overrated.
I never said I hated it. I just basically said it was overrated. It's not a bad mod. Just I think people say it's better then it actually is.

I personally enjoy tls more than the original spelunky, Probably because I've developed an unhealthy sentient plant fetish. c:


Title: Re: Tastes Like Spelunky and Source
Post by: Whooper1222 on June 30, 2013, 01:58:58 AM
For some reason I too thought TLS was overrated at first, but after I played it a few times, I think it's more interesting and has more effort put into it than other mods.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on June 30, 2013, 04:53:18 AM
Most of the things that make this mod interesting aren't obvious on the surface. The item combos add an entire new layer and strategy to the objects you choose to eat, but if you don't know what they are or where to look, they can be hard to come by. Aside from those and the whole 'being a plant' gimmick, it plays more or less the same as the original. So I can see why it might appear overrated.

My other contributions to it are pretty buried, too. The revamped bonus rooms require unlocking since it has a separate save than normal Spelunky, and the custom start chamber doesn't open until you set good minigame records. I added a ton of stuff to the level editor, but it's completely eclipsed by magic signs now.

Back when I was developing it, the forum was a lot more active, and people really looked forward to each new development. The initial enthusiasm isn't there anymore, so it's hard to appreciate the changes when they aren't fresh and new. The deeper you look, the more obvious and significant the changes become. But just looking at it, it's just Spelunky as a ManTrap.


Title: Re: Tastes Like Spelunky and Source
Post by: Whooper1222 on June 30, 2013, 07:33:04 AM
'Spelunky as a Mantrap', yes, that's what I came to my mind at my first glimpse.
But, when I got deeper into the game, I found out the other interesting features. I also saw the other topics concerning TLS. Then I understood why so many people praise it.


Title: Re: Tastes Like Spelunky and Source
Post by: CaSoDaN on June 30, 2013, 07:40:11 AM
I like TLS, but I just think it's a glorified version of Kirby that's more advanced put into Spelunky. That's why I don't see why it's so heavily praised. I don't hate it. I just think it's overrated


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on June 30, 2013, 10:32:48 AM
Well, it kind of is just a glorified version of Kirby 64. Heck, I even used the same soundtrack for it. If the item combos and playing as a ManTrap don't sell it for you, then I can't help you. Saying it's overrated suggests it doesn't live up to its hype, and I already explained why its more prominent features aren't obvious. It's not that I'm trying to convince you. I'm just explaining some things that might help it make sense.


Title: Re: Tastes Like Spelunky and Source
Post by: Sarge on June 30, 2013, 05:36:14 PM
For some reason I too thought TLS was overrated at first, but after I played it a few times, I think it's more interesting and has more effort put into it than other mods.
Yea, It's a great mod which has more features than other mods.

Psi-lunky did too, maybe. :)


Title: Re: Tastes Like Spelunky and Source
Post by: Nathan on July 02, 2013, 02:49:46 AM
Ill be honest. Ive only played like an hour of TLS. It seemed like a gimmick and I didnt get why it was so popular. Maybe Ill give it another try now :)


Title: Re: Tastes Like Spelunky and Source
Post by: Wonkyth on July 08, 2013, 07:28:28 AM
I find TLS easier than vanilla, but also more enjoyable in general.

Also Super, TLS is great you know it. ;)


Title: Re: Tastes Like Spelunky and Source
Post by: CaSoDaN on July 28, 2013, 09:07:02 PM
Also Super, TLS is great you know it. ;)
So in other words you are saying that no opinions are allowed.
Get out.


Title: Re: Tastes Like Spelunky and Source
Post by: Nathan on July 29, 2013, 02:00:50 AM
Telling a mod to get out. Great idea


Title: Re: Tastes Like Spelunky and Source
Post by: Sarge on July 29, 2013, 02:13:58 AM
I've noticed...


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on July 29, 2013, 08:48:13 AM
(http://mossmouth.com/forums/Smileys/default/rolleyes.gif)


Title: Re: Tastes Like Spelunky and Source
Post by: Zombie_Mantrap on August 04, 2013, 09:55:08 AM
Now just WHAT are you fine and sexy gentlemen arguing about in here?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on September 23, 2013, 02:29:16 PM
Hey, I updated this download for the first time in about two years. There are a bunch of little bug fixes, but some more significant changes, too.

First, the Pitcher's Mitt has a new function. It doubles the strength of your physical attacks. That's whipping, spitting, and thrown objects (but not stomping). It doesn't affect guns or the sceptre.

Next, I added another benefit to the spring shoes + spike shoes combo. On top of bouncing higher off enemies, it also negates damage from long falls. You won't even be stunned by them.

Sticky bombs are once again a standard bonus of the sticky paste instead of an item combo. The paste + climbing gloves combo now has a new function. It prevents you from dropping any object you're carrying, including unconscious enemies. They can't wake up in your arms while you have the combo.

Lastly, the Tunnel ManTrap got a nerf and a buff. He can't see objects underground anymore, but he can now dig with any kind of weapon. He can spit mattock heads if he eats a second mattock, and his mattock + mitt combo lets him spit infinite mattock heads.

Everything else is pretty much the same. No magic signs, no eating rocks, no NOTHIN'. I think these changes balance out the game a little and ensure that every item at least has something to offer each of the different playable ManTraps.

EDIT: Unicode screwed me over and TLS can no longer load custom levels properly. Correcting the problem is beyond my ability, so I'm leaving up an older version of the game so the levels can be played through that.


Title: Re: Tastes Like Spelunky and Source
Post by: Nathan on October 11, 2013, 11:06:22 AM
Glad your still working on this! Now decompile the steam version and make tls in assembly!!! :D


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on October 12, 2013, 05:30:52 PM
There's a steam version?

I'm so behind the times. Even if I was willing to do that, I don't have the capability to pull it off.


Title: Re: Tastes Like Spelunky and Source
Post by: Urza on October 12, 2013, 08:37:02 PM
It's available without DRM at GoG too.


Title: Re: Tastes Like Spelunky and Source
Post by: Whooper1222 on October 12, 2013, 11:38:57 PM
What about the Humble release?


Title: Re: Tastes Like Spelunky and Source
Post by: KarjamP on October 13, 2013, 02:04:51 AM
There IS a way to detect whenever a level's in ASCII code or not, and load the level accordingly:

http://mossmouth.com/forums/index.php?topic=631.msg77058#msg77058


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on October 13, 2013, 06:52:10 AM
Neat, I'll have to give that a shot. I'm not sure it'll work completely, though. I had to choose new symbols for some objects because the program didn't even acknowledge their existence anymore. Even if you paste them in, no text appears.


Title: Re: Tastes Like Spelunky and Source
Post by: SuperX46 on October 26, 2013, 09:42:25 PM
Already posted it on your Deviant Art, posting it here too.
http://i.imgur.com/MmzxZds.png
Extremely easy. Beat it. City of Meat and all. 2nd try today (Just redownloaded it for my new computer today)
You should crank up the difficulty. No offense but this was so easy it was sad. I'm not just bragging, but this (And Spelunky Classic in general) is a cakewalk now IMO.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on October 26, 2013, 11:41:48 PM
And like I told you on dA, it wasn't meant to be any more difficult than the original. In fact, many find it easier simply because health is easier to come by. If you don't think it's hard, well...congrats. You've conquered Spelunky. Go play Gates of Hell or something.


Title: Re: Tastes Like Spelunky and Source
Post by: SuperX46 on October 26, 2013, 11:54:41 PM
Go play Gates of Hell or something.
Good idea.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on October 28, 2013, 03:17:17 PM
Of course, there are also the bonus challenges I completely redesigned. TLS' unlockables are a lot more worthwhile than the original's, especially if you manage to do everything...


Title: Re: Tastes Like Spelunky and Source
Post by: SuperX46 on October 28, 2013, 03:21:40 PM
I actually really love the TLS bonus challenges. The boss rush is amazingly fun and unique.


Title: Re: Tastes Like Spelunky and Source
Post by: Whooper1222 on October 29, 2013, 05:59:03 AM
Boss rush, FTW.

I pray to god that Derek adds all the known mini-games to the HD version.


Title: Re: Tastes Like Spelunky and Source
Post by: Taylor, The Eternal Oblivion on October 29, 2013, 08:49:27 AM
And even more. :P

I hope you don't mind my curiosity, mr. Halibabica, but will there be future versions of this awesome mod?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on October 29, 2013, 03:20:29 PM
Probably not. Unless there are serious bugs that need fixed or I decide to implement Magic Signs officially, what we have now is what it will remain. Besides, I have other mods I've left on the shelf for quite a while...


Title: Re: Tastes Like Spelunky and Source
Post by: Devilbat on January 25, 2014, 02:36:42 AM
Hey, I have been playing TLS for some time, and for some reason the Unlocker isn't working for me, is there anything I could've done wrong, or do you have an idea why this could be?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on January 25, 2014, 06:20:23 AM
That's strange. In what way is it failing to work? It's supposed to reset the highscores so the bonus rooms and shortcuts all open.


Title: Re: Tastes Like Spelunky and Source
Post by: Devilbat on January 25, 2014, 06:25:21 AM
That's strange. In what way is it failing to work? It's supposed to reset the highscores so the bonus rooms and shortcuts all open.

None of it opens, If I extract the download(Which is named exactly the same as the original) and run the Tastes Like Spelunky.exe the game opens and everything, but I don't get any new things at all, no minigames, no shortcuts


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on January 25, 2014, 06:31:54 PM
Hm, weird. The unlocker should have the name "TLS Unlocker.exe". I dunno what's wrong, so I just updated the download.


Title: Re: Tastes Like Spelunky and Source
Post by: Devilbat on January 26, 2014, 01:20:53 AM
Hm, weird. The unlocker should have the name "TLS Unlocker.exe". I dunno what's wrong, so I just updated the download.

Thank you, I'll try again

Edit: Turns out I was an idiot, I pressed the bigger download button every time instead of using the smaller one on the lower half of the page

Sorry


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on January 26, 2014, 05:55:24 AM
Don't feel bad, that's an easy mistake to make. :P


Title: Re: Tastes Like Spelunky and Source
Post by: Devilbat on January 26, 2014, 07:30:41 AM
Don't feel bad, that's an easy mistake to make. :P

Thanks, the ironic thing is, I normally have to point out to others where the download button is, and now I got fooled too :(

Well, at least thanks for the help, now playing TLS again, and holy shit it's fun

Really nice mod man


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on January 27, 2014, 05:08:56 PM
Thanks, I'm glad you like it. I need to update it 'cuz I discovered more broken stuff the other day. Stupid unicode conversion!


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on January 28, 2014, 02:09:43 AM
add in eating rocks while youre at it


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on January 28, 2014, 10:06:41 AM
No. Listen to Eye of the Tiger on your own time.

EDIT: Updated. I had to fix the scripts for the tab menu because it relied on Unicode that didn't translate. I also nerfed the Tunnel ManTrap's ability to dig with the sceptre, because it was just completely broken.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on January 30, 2014, 10:07:11 AM
Ok serious question. How hard would it be to get the Spelunker back in the game? Like so both the ManTrap and Spelunker can be chosen.

Asking for custom level purposes.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on January 30, 2014, 03:39:32 PM
It'd be pretty darn hard. I changed too many of the mechanics for Spelunker to operate normally. It's not as simple as global.isSpelunker. The roots of the changes run deep and pervade almost every area of the mod. Like a plant! I don't think it'd be worth the effort.


Title: Re: Tastes Like Spelunky and Source
Post by: Bae on January 31, 2014, 08:43:18 AM
"like a plant" oh my god

alrighty then, it's not a huge set back in what I wanted to do

now the questions is can I make a controls config that edits a tls mod and a spelunky mod at the same time


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on February 01, 2014, 08:30:54 AM
Yeah, that'd be doable. You'd just change the config so it generates the files for both mods. tls-gamepad.cfg, tls-keys.cfg, and tls-settings.cfg, and whatever their equivalents would be for the other mod.


Title: Re: Tastes Like Spelunky and Source
Post by: bloxxin on February 05, 2014, 05:20:30 PM
Shopkeeper Mantrap!


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on February 06, 2014, 06:42:22 AM
That's what the hungry ones are for...


Title: Re: Tastes Like Spelunky and Source
Post by: Skoke on February 14, 2014, 12:48:50 PM
Im not sure if hes saying you should add them or if hes just enthusiastic that you did


Title: Re: Tastes Like Spelunky and Source
Post by: bloxxin on February 14, 2014, 12:57:07 PM
Im not sure if hes saying you should add them or if hes just enthusiastic that you did

Neither. It is just awesome.


Title: Re: Tastes Like Spelunky and Source
Post by: SuperX46 on February 14, 2014, 12:57:47 PM
I would love to see a picture of the Mantrap X Spelunker. Obviously Mantrap on top.


Title: Re: Tastes Like Spelunky and Source
Post by: bloxxin on February 14, 2014, 01:29:07 PM
I would love to see a picture of the Mantrap X Spelunker. Obviously Mantrap on top.

Even a dead shopkeeper can explode out the stomach of a mantrap.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on February 14, 2014, 08:15:46 PM
Even a dead shopkeeper can explode out the stomach of a mantrap.
If they can, then that's a bug. I'm pretty sure they can't, at least in this mod.


Title: Re: Tastes Like Spelunky and Source
Post by: Natures Witness on March 06, 2014, 11:38:31 AM
Would it be possible to have the save data in a file instead of the registry, ALA Spelunky Portable?  This mod has always been one of my favorites (Along with Natural Spelunky), and the whole registry saves thing is annoying if I want to play on a different computer or under an alternate login.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on March 07, 2014, 08:50:26 AM
It could be modified to create a proper save file instead of relying on registry and the high scores list. I think Derek only went with that to begin with because that prevents players from tampering with their save data.

However, I don't have a lot of time these days. I'd recommend downloading the TLS Unlocker and running that to open things up. It gives you almost everything anyway.


Title: Re: Tastes Like Spelunky and Source
Post by: Natures Witness on March 07, 2014, 11:00:09 AM
Oh okay, thanks for the response.  It's not usually a big issue, as I don't switch computers often, I just thought I'd ask.  I'm still trying to unlock everything legit first (I'm terrible at Spelunky) but if I ever succeed, at least I won't have to redo everything if I switch computers.  BTW, I'm a huge fan of TLS, I've been playing it for ages.


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on March 08, 2014, 05:31:27 PM
Glad you like it! Yeah, unlocking everything on your own is pretty tough. If it's any consolation, the unlocker sets your high scores to the absolute bare minimum they need to be for things to be unlocked. If you set any kind of record on your own, you have it beat.


Title: Re: Tastes Like Spelunky and Source
Post by: dave_ii on October 04, 2017, 01:45:29 PM

Custom Start Chamber: 25+ Sun Room noms, 75+ Moon Room kills, and 2:00- Stars Room time[/color]


What is this and how do i make it?


Title: Re: Tastes Like Spelunky and Source
Post by: halibabica on October 04, 2017, 05:36:17 PM
On the high score screen, you unlock the bonus rooms by setting records in the main game. Once each bonus room is open, set those records in each one to open the custom start chamber. It's quite a boon!