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Games => Source => Topic started by: halibabica on July 13, 2010, 07:33:36 PM



Title: Spelunkémon (Arcanine and Golem added!)
Post by: halibabica on July 13, 2010, 07:33:36 PM
No, it's not a completed version.  It's Spelunkémon merged with Spelunky 1.2!  Isn't it nice to have all those bugs fixed?

(http://img522.imageshack.us/img522/1557/spkmn12.png)

So far, I've added...

Caves
Arbok
Golem - NEW!
Diglett
Ekans
Koffing

Jungle
Bulbasaur
Caterpie
Doduo
Metapod

Rushing Water
Horsea
Kingler

Restless Dead
Gastly
Golbat

Ice Caves
Clefairy
Cloyster
Drowzee
Magnemite

Temple
Abra
Arcanine - NEW!
Charmander
Machop

?
Chansey

Poké Balls are now an inventory item.  Hitting a Pokémon with a Poké Ball will catch it and add it to your Loot!  The game also writes a new stats file that tracks how many of each Pokémon you've caught, killed, and been killed by.  You start with 6 Poké Balls (Tunnel Man with 3), and can find more from crates and supply shops.  The 'D' key is now a hotkey to throw a Poké Ball, but gamepad users probably won't be able to make it work.  You can still swap through your held items to reach them.

Spelunkémon (http://www.mediafire.com/?jc11lxjy3da7acj)

And no, I don't give a crap what your opinion of Pokémon is.  If you hate 'em so much, get in there and stomp a few.


Title: Re: Spelunkémon
Post by: marsgreekgod on July 13, 2010, 11:28:30 PM
Yay! I get to kill pokemon!

Hey want to add bad guys to gates of hell? Please?


Title: Re: Spelunkémon
Post by: halibabica on July 14, 2010, 05:47:24 AM
Hey want to add bad guys to gates of hell? Please?
Want Pokémon bad guys in gates of hell? ;)


Title: Re: Spelunkémon
Post by: marsgreekgod on July 14, 2010, 11:23:19 AM
Hey want to add bad guys to gates of hell? Please?
Want Pokémon bad guys in gates of hell? ;)
Want new bad guys. Evil pokemon work. Mewtwo is epic...


Title: Re: Spelunkémon
Post by: TailorTF on July 14, 2010, 06:44:56 PM
...Huh.At first,I thought Spelunkemon was a portmaneu (or however it's spelled) of "Spelunky" and "Demon".


Title: Re: Spelunkémon
Post by: Patrick on July 14, 2010, 09:45:30 PM
EDIT: I just played it and realized my mistake, sorry.

Still, as MGG said, Mewtwo is pretty awesome. He'd make a good shopkeeper.

(Mewtwo, not MGG)


Title: Re: Spelunkémon (Caterpie added!)
Post by: halibabica on July 15, 2010, 07:49:14 PM
I appreciate the suggestions, but I'm more interested in making new enemies than simply replacing the sprites of existing ones.  Though I am mimicking what's there when it's convenient for me.

Right now, I'm working on Caterpie.  It's supposed to crawl along walls like you can do with the Ninja Suit in TLS, but dangit it's not working properly.  I'll have to sort it out later...

Update!  Caterpie added to jungle.  It was SUCH A PAIN TO MAKE!


Title: Re: Spelunkémon (Caterpie added!)
Post by: Patrick on July 16, 2010, 02:38:04 AM
Wow, Abra seems pretty overpowered for an Area 1 enemy. Maybe it should just teleport (that's all it could do in the games, right?) and the "psychic bubble" ability could go to another enemy.

Mewtwo
Ahem.


Title: Re: Spelunkémon (Caterpie added!)
Post by: halibabica on July 16, 2010, 05:34:42 AM
Well, I could put him in the temple instead, but that's where Kadabra will be (who is far worse) and Alakazam will appear as a miniboss.  So...strategize better, I guess.  Abra's not THAT bad.


Title: Re: Spelunkémon (Caterpie added!)
Post by: Patrick on July 16, 2010, 05:49:43 AM
Well, I could put him in the temple instead, but that's where Kadabra will be (who is far worse) and Alakazam will appear as a miniboss.  So...strategize better, I guess.  Abra's not THAT bad.
I see your point, but if you happen to end up near him, you could lose 2+ health just like that. Besides, Abra can use ONLY teleport in the real Pokemon games.  ;D

Oh, by the way, I think Charizard would be a pretty good miniboss too.


Title: Re: Spelunkémon (Drowzee added!)
Post by: halibabica on July 20, 2010, 09:07:55 AM
Update!  I added Drowzee to the ice caves and tweaked a few other things as well.  The jungle isn't so crowded anymore because the spawn rates were adjusted, as is the case with the other caves.  Some of the enemy attacks were beefed up damage-wise, but none are more than 1 point stronger.  Now there's something new on every floor (except restless dead and Olmec*, I guess), so get in their and kick some Poké butt!

*guess who spawns a wider variety of foes now


Title: Re: Spelunkémon (Drowzee added!)
Post by: DialFforFunky on July 21, 2010, 06:12:31 AM
What an amazing mod you are making. I really, really like it. The new enemies are cleverly designed and pretty balanced. So I decided to test it a bit for you and see if I could find some bugs.

Her are a few:
(http://www.members.multimania.nl/undeadonion/dig.jpg)
diglets somtimes wander outside of the ground.

I also got shot through a web once, but forgot to take a screenshot. It was slightly odd, as the first shot did stay stuck in the web. I'm still looking into this.

(http://www.members.multimania.nl/undeadonion/blast2.jpg)

Drowzee shoots through walls.
Also, when he has more than 1 space to move around, he is whippable through walls. Still trying to make sreens of that.

(http://www.members.multimania.nl/undeadonion/bublawebgun.jpg)(http://www.members.multimania.nl/undeadonion/bublawebgun2.jpg)

I got this when bulbasaur shot through one of my webs from the webgun (though it might not have to do anythng with the webs at all).

(http://www.members.multimania.nl/undeadonion/bulbajump.jpg)
(http://www.members.multimania.nl/undeadonion/bulbajump2.jpg)

And this after I jump into the bulbasaur shot.

After I get run over by the quick bird, it stops if it would run over me again. After it stops, it becomes invulnerable to whips until it moves again (I suppose it is meant to do so, but still, better to be sure.)

I also had some suggestions:
- bulbasaur leaving some leaves after it has been killed? (like the man-eating-plant)
- a special monster for the restless dead level? I know there are some ghostlike pokemon, they would probably fit in.
- I always expect 'gotta catch em all' in the opening sentences  ;D

i had tons of ideas before I fell asleep yesterday, too bad I forgot most. Then again, I don't really know if you are really waiting for more suggestions...
Anyways, thanks for the nice mod, and I hope my few reports help.


F


Title: Re: Spelunkémon (Drowzee added!)
Post by: Yknuleps II on July 21, 2010, 06:53:56 AM
Looks promising ;]
the yellow pokemon in the caves is far too powerful; make those purple circles slower.


Title: Re: Spelunkémon (Drowzee added!)
Post by: halibabica on July 21, 2010, 07:06:13 AM
Thanks for the helpful bug report, F!  I'm not sure some of those things can be fixed, but I'll work on the errors you mentioned.  I'm far from finished adding Pokémon to this thing, and...I can't really say when I will be.  There's another project of mine I've been DYING to get back into, so I might have to shelve this for a bit.

Looks promising ;]
the yellow pokemon in the caves is far too powerful; make those purple circles slower.
I already cut the time the bubbles last in half, and you should already be familiar with them if you've ever fought Alien Boss, so I'm not really worried about it.  Besides, if you don't want Abra to attack, just rush in and whack it before it can.  It has a fair length of time before it fires off.


Title: Re: Spelunkémon (Drowzee added!)
Post by: DialFforFunky on July 23, 2010, 01:07:29 PM
I played this mod a little longer and decided to do some long-term tests (actually, I just wanted to play the entire game from start till end :) ). I got a little frustrated, however. I had a hard time just with getting out of the first stage in decent shape. Getting past the jungle was just about as hard. Past that point, it was all pretty managable though. But the first 2 stages just went crappy.
 
At first I thought it might just be my skills. I started to play a little less lately (no more 2+ finishes front to back each day... ::) ), so perhaps I was getting a little rusty. But after F1-dyinging yet another time in the 2nd level because I was in such a bad shape (1 health, stuff like that), I figured it might not just be me.
But how could this be? Both Abra and Digglet are fairly straightforward, not to mention Abra being quite slow. They can't be that much of a problem, can they?

But then I compared them to the other enemies in area 1. A snake: moves forward, not much else. A bat: moves after you, not much else. A spider, drops down on you, hops around, not much else. All simple, movement-orientated 'attacks'.

Now compare this to digglet: moves around, like the snake. But it does so through stone, making it invisible and unpredictable (as opposed to the other enemies, who are all almost fully predictable). And it shoots for 2 damage. Then the difference is quite a bit bigger.

Abra is a bit more complicated.  He doesnt move at all. On top of that, he's actually quite slow. But on the other hand, he's quite unavoidable as well. Come to close for too long, and he'll zap you, regardlessly of his position. That makes stairs and narrow corridors quite a bit of a challenge. Having another enemy near him is even worse, as you'll usually be forced to deal with the quicker enemy first, then deal with abra and the spychic blast he's conjured for you. If you get zapped before you deal with the other enemy, you'll usually be hit by that second enemy as well, as you'll get knocked out. The blast also serves as a defence: wait too long, and you won't be able to whip or jump Abra, as the blast originates from him. Another thing is that the blast instantly kills damsels, which happens more often than you'd think. A last note is that Abra's movement is entirely unpredictable as well, making him a bit harder to deal with. Though all these factors are a bit harder to evaluate, it's still easy to see that, although abra may not be that much harder to kill than other enemies, at least is a lot more complicated than all the original enemies.

So we now have new enemies that are probably more dangerous and quite unpredictable, as opposed to the old predictable movement-orientated enemies. I think that is explanation enough for the fact that area 1 got quite a bit harder.

As for area 2, I don't think that it is quite as hard as area 1. Still, Bulbasaur seems to have the precision of a stealth bomber. Not to mention that the webs from catterprie can quite quickly lead to sticky situations if combined with other enemies. The quick bird offers few problems, though his movement is somewhat erratic, and I occasionally have difficulties jumping on him if he's in a 1space sized hole, for some odd reason.

After that, there's the black market, which usually provides enough gear to easily make it to the end, making areas 3 and 4 quite managable. An exeption is the boss, which with the new enemies has gained quite a bit of power. Drowzee especially is tough, as he easily covers a large area with his blast. Getting hit can easily steer you right back under the giant head, or into the clutches of yet another enemy.

So, what does all this ranting lead to? Suggestions!
- Start the game with +1 health. This offers no benefit in the later stages, but makes the initial stages a bit more manageable
- Make the dirt-attack on digglet deal 1 damage. 2 damage usually means 50% of your health is gone. That's a lot.
- Make Abra's minimum teleport distance a bit bigger. This means that after the initial confrontation, you won't nessecerily have to deal with him again. In small areas, you can just draw out the first blast, then deal with him later in a (hopfully) easier spot.
- Remove the damage done by the quick bird as soon as he stands still. It's quite annoying to not jumpkill an enemy if you're both sharing a 1sized pit, but even worse if it does manage to kill you.
- Quicker disintegration of Caterprie's web. Perhaps 2 or 3 seconds is long enough?

Lastly, I also managed to find another bug: I got hit by catterprie web while playing the damsel. I held a stone at the time I got webbed. Somehow this I got knocked out inside the web. But I also didn't get out of my unconscious state after the web dissolved. So I was forced to wait helplessly for more than a minute for the ghost to show up and put me out of my misery. In front of the exit. bah.

(http://members.multimania.nl/undeadonion/stunlock.jpg)

I hoped this wall of text wasn't to tedious to read :). But at least it's pretty complete, and so hopefully more helpfull as well.


F


Title: Re: Spelunkémon (Drowzee added!)
Post by: halibabica on July 23, 2010, 02:03:40 PM
Those are all good suggestions, and I'm glad you've taken the time to think all this stuff through.  I have a day off tomorrow, so I think I'll try and get a new version of this up.  I'll fix the bugs you found before, take these new suggestions into account, and (with a little luck) have a new baddy for the restless dead levels. ;)


Title: Re: Spelunkémon (Drowzee added!)
Post by: Patrick on July 24, 2010, 12:01:11 AM
and (with a little luck) have a new baddy for the restless dead levels

Mewtwo
Awesome!


Title: Re: Spelunkémon (Gastly added!)
Post by: halibabica on July 24, 2010, 01:46:40 PM
Added Gastly to the restless dead levels!  It's kinda uncommon, but I can guarantee it's nothing like anything you've seen in Spelunky so far.  Have fun with it...if you can find one.

Also, I fixed a bunch of the stuff F mentioned.  I still have to change starting HP, though.


Title: Re: Spelunkémon (Gastly added!)
Post by: DialFforFunky on July 24, 2010, 01:49:49 PM
yay! :D I'll start "testing" right away  ;D


F

edit: ghastly is every bit as good as I hoped, and a bit better. great work!


Title: Re: Spelunkémon (Gastly added!)
Post by: Kegluneq on July 25, 2010, 11:36:28 PM
Great job with the spriting! But the bulbasaur's face looks a little funny.


Title: Re: Spelunkémon (Koffing added! Kills appear in transition!)
Post by: halibabica on July 28, 2010, 08:07:48 PM
It looks a tad weird in the screenshot because of all the jungle plants in the way.  It's much better in-game when it's not partially blocked.  Which is never...?

EDIT: New baddy!  Kills list properly (but slowly)!


Title: Re: Spelunkémon (Koffing added! Kills appear in transition!)
Post by: Yknuleps II on July 29, 2010, 08:18:55 AM
When the game will be ready? And the enemy in ice levels is just too yellow. Everything else is blue there.


Title: Re: Spelunkémon (Koffing added! Kills appear in transition!)
Post by: halibabica on July 29, 2010, 08:29:02 AM
It's...already ready...?  The new version is uploaded.


Title: Re: Spelunkémon (Koffing added! Kills appear in transition!)
Post by: Yknuleps II on July 29, 2010, 08:36:43 AM
I mean when you'll finish version 1.00


Title: Re: Spelunkémon (Koffing added! Kills appear in transition!)
Post by: halibabica on July 29, 2010, 09:15:55 AM
Oh, I don't go by versions.  Each one is finished in its own right.  After all, I'm just adding stuff into an already complete game.  But I have many more Pokémon to add, so I guess the true finished version won't be done for quite a while.


Title: Re: Spelunkémon (Koffing added! Kills appear in transition!)
Post by: DialFforFunky on July 29, 2010, 11:47:58 PM
never thought I would say this, but your pokemon make me happy...   ::)  :D


F


Title: Re: Spelunkémon (Koffing added! Kills appear in transition!)
Post by: TailorTF on August 01, 2010, 06:52:26 AM
Is something wrong with the .zip file?When I try to unpack it,I get an "Archives Not Found" error.If it IS something wrong with the .zip,then,could you fix it please?


Title: Re: Spelunkémon (Machop and Poké Balls added!)
Post by: halibabica on August 11, 2010, 12:45:42 PM
Hmm...nope, the download and unpacking work just fine for me.  I think you may just need to try again.  Maybe it didn't download right or something.

EDIT: I added Machop to the temple!  Watch out, or he'll KICK YOUR SHINS!  Fight back with the Poké Balls that are lying around!


Title: Re: Spelunkémon (Machop and Poké Balls added!)
Post by: DialFforFunky on August 11, 2010, 07:33:41 PM
Woot! new update! I don't care if its 3:32 am. I'm going to play this mod RIGHT NOW! Woooh!


F


Title: Re: Spelunkémon (Magnemite added!)
Post by: halibabica on August 15, 2010, 02:35:31 PM
Added Magnemite!  It appears in the ice cave in place of roughly half the UFOs.  Good luck taking them down!


Title: Re: Spelunkémon (Magnemite added!)
Post by: DialFforFunky on August 17, 2010, 04:28:50 AM
Bug! Icky! Yuck!  :'(

the situation:
(http://members.multimania.nl/undeadonion/error2.bmp)

the error:

Quote
___________________________________________
ERROR in
action number 2
of Create Event
for object oPsychicCreate:

Error in code at line 5:
   dir = point_direction(x, y, owner.x+8, owner.y+8);
                               ^
at position 30: Unknown variable owner

___________________________________________
ERROR in
action number 2
of  Step Event
for object oAlienBoss:

Error in code at line 71:
           psy.owner = me;
                       ^
at position 22: Unknown variable me

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

Error in code at line 1:
   x += 2 * cos(degtorad(dir));
                        ^
at position 23: Unknown variable dir

___________________________________________
ERROR in
action number 2
of Create Event
for object oPsychicCreate:

Error in code at line 5:
   dir = point_direction(x, y, owner.x+8, owner.y+8);
                               ^
at position 30: Unknown variable owner

___________________________________________
ERROR in
action number 2
of  Step Event
for object oAlienBoss:

Error in code at line 71:
           psy.owner = me;
                       ^
at position 22: Unknown variable me

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

Error in code at line 1:
   x += 2 * cos(degtorad(dir));
                        ^
at position 23: Unknown variable dir

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

Error in code at line 1:
   x += 2 * cos(degtorad(dir));
                        ^
at position 23: Unknown variable dir

___________________________________________
ERROR in
action number 2
of Create Event
for object oPsychicCreate:

Error in code at line 5:
   dir = point_direction(x, y, owner.x+8, owner.y+8);
                               ^
at position 30: Unknown variable owner

___________________________________________
ERROR in
action number 2
of  Step Event
for object oAlienBoss:

Error in code at line 71:
           psy.owner = me;
                       ^
at position 22: Unknown variable me

and so on.

Something else: psychic skills at a whole new level.

(http://members.multimania.nl/undeadonion/float.bmp)
Though this probably is a flaw in the original version, as snakes are good at this as well.

Another odd thing is that magnemites occasionally drop down after getting hit without detonating as soon as they hit the ground. They continue to be harmfull, but otherwise inactive. I though I had a shot of this, but I can't seem to find it. I can see this as being intentional, but I thought I'd report it anyways.

I love the addition of the pokeball by the way. It does a fair job at balancing, as it makes a lot of enemies a lot easier to deal with. And they look nice. Well done.

Machop spawning in the final level is quite nasty. Getting knocked down isn't that much of a problem in ordinary levels, but with an evill boss trying to crush you and limited space to move around, that stuff hurts.

As a final note: I love magnemite. The ice level got some well deserved love. Also, magnemite gets destroyed when getting hit by alien lasers! nice :)


F


Title: Re: Spelunkémon (Magnemite added!)
Post by: halibabica on August 17, 2010, 02:04:19 PM
Oh noes, I broke Alien Boss! :o

I, too, noticed the Magnemite thing where he falls and doesn't explode.  I think I found a way to fix it.  I'm pretty sure I know what's up with that Abra as well.  You'll just have to deal with Machop in the final battle, though. :P

Also also, you know Poké Balls are exactly the same as rocks, right?  Not even kidding; same size, same function, same hit box and everything.  I plan on making them do something else later, but for now?  They're literally just resprited rocks.


Title: Re: Spelunkémon (Magnemite added!)
Post by: marsgreekgod on August 17, 2010, 03:08:31 PM
You should make the final boss a storlax.

just because you can.

I don't mean it does anything extra.


Title: Re: Spelunkémon (Magnemite added!)
Post by: DialFforFunky on August 17, 2010, 06:50:32 PM
Also also, you know Poké Balls are exactly the same as rocks, right?  Not even kidding; same size, same function, same hit box and everything.  I plan on making them do something else later, but for now?  They're literally just resprited rocks.

I did note them being the same, yet for some reason I didn't notice rocks had gone missing. I simply assumed there where more projectiles to throw with in certain stages. Maybe because I first encountered them playing the final area, in which I usually need not to look for rocks anymore. Verry funny that I didn't miss the rocks  ;D

F


Title: Re: Spelunkémon (Metapod added! Gotta catch 'em all!)
Post by: halibabica on August 18, 2010, 08:07:31 AM
Update!  Metapod now appears in normal jungle levels, and Poké Balls catch Pokémon when thrown!  Plus, you can keep track of all your exploits in the new Spelunkédex stats file!


Title: Re: Spelunkémon (Metapod added! Gotta catch 'em all!)
Post by: Sageofrage on August 18, 2010, 09:17:23 AM
Code:
___________________________________________
ERROR in
action number 3
of  Step Event
for object oItem:

Error in code at line 347:
                           if (pokemon and hp <= 0 and ball.type = "Rock")
                                                            ^
at position 59: Unknown variable type

Hits me when I hit anything with a flare


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: halibabica on August 23, 2010, 08:57:16 AM
Thanks for the bug report, Mario!  I fixed that and a few other things!

I also added Horsea to Rushing Water levels and Chansey to...everywhere.

First one to screenshot it (Chansey) wins!


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: animalbrad on August 23, 2010, 10:42:22 AM

First one to screenshot it (Chansey) wins!

Workin on it!

I recommend having Koffing explode if hit with a bomb or bullet.


EDIT: CHANSEY GET!

(http://i37.tinypic.com/10mmmft.png)

8/24/10 at 5:06.


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: DialFforFunky on August 24, 2010, 04:24:02 PM
stupid real life... *grumble grumble* I tried for half an hour, got to the golden city but failed to spot it. then I had to go and apply for a job, visit friends, get soaking wet in the rain, visit some more friends and walk back home because the busses didn't drive (contrary to their website...). and now theprice has ben taken. *grumble grumble* *goes away to seek another excuse to go to bed way too late*

on another note: the poke-ball doesn't insta-kill pokemons. Should it? And koffings are supprisingly resilient to thrown weapons, which is annoying, because they are somewhat difficult to kill without losing health.

Still: exellent job on this mod. I absolutely love it. I think the change for abra is great, and I'm really curious to see what you come up with for the first area (which could use a new enemy). Well done!


F


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: halibabica on August 24, 2010, 05:00:03 PM
CHANSEY GET!
YOU WIN!!! ;D ;D ;D

the poke-ball doesn't insta-kill pokemons. Should it?
No, that would make it too powerful.  Also, it will only catch a Pokémon if it strikes the killing blow.  So, for example, since a Bulbasaur has 2 HP, it will only be caught if the ball makes the second hit.  However, the ball can also strike a Pokémon multiple times, so even Pokémon with 3 HP might be caught with one toss.

And koffings are supprisingly resilient to thrown weapons, which is annoying, because they are somewhat difficult to kill without losing health.
They're no more resilient than anything else, but yes, they can be quite difficult.  It's best to a) let them come to you, and b) wait for their gas to disappear before moving again.  The whip is long enough to take them out safely, but just barely so.

I think the change for abra is great, and I'm really curious to see what you come up with for the first area (which could use a new enemy).
Next release will have new foes for both the first and third areas.  Things will grow in a more balanced fashion from here on out, mostly because I know exactly what I want to appear where. ;)


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: Patrick on August 25, 2010, 12:44:26 AM
Should we expect a full pokedex of 150?

Serious question.  ;D


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: marsgreekgod on August 25, 2010, 02:13:03 AM
What I am wondering if you are planing on swiching out the normal bad guys with pokemon.


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: halibabica on August 25, 2010, 06:05:25 AM
Should we expect a full pokedex of 150?
150 +2, yep!

What I am wondering if you are planing on swiching out the normal bad guys with pokemon.
I'm still debating this.  Once it's finished, I'll have more than enough enemies clogging every area that I could remove Spelunky's usual foes without consequence.  But I may leave them in just as a reminder of what things were like before.  Though the enemy variety will be...so...IMMENSE...that you might not even meet every kind on the same floor. o.O


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: marsgreekgod on August 25, 2010, 10:01:02 AM
Should we expect a full pokedex of 150?
150 +2, yep!

What I am wondering if you are planing on swiching out the normal bad guys with pokemon.
I'm still debating this.  Once it's finished, I'll have more than enough enemies clogging every area that I could remove Spelunky's usual foes without consequence.  But I may leave them in just as a reminder of what things were like before.  Though the enemy variety will be...so...IMMENSE...that you might not even meet every kind on the same floor. o.O
Which is why you should make say, bats, the bat guys in pokemon. stuff like that you can get away with.


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: animalbrad on August 25, 2010, 10:03:37 AM
Are you going to add any other types of items?

Also, I was planning to do a bug run today, is Charmander's fire any different from the fire that comes out of lava?


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: halibabica on August 25, 2010, 10:29:04 AM
Which is why you should make say, bats, the bat guys in pokemon. stuff like that you can get away with.
Well, not every Spelunky enemy has a Pokémon equivalent, but I think I eventually will be removing them and leaving just the Pokémon.  I ran the numbers today...if I remove all the enemies but the Shopkeeper and take out two unnecessary objects from the editor, I'll have enough symbols for every Pokémon in custom levels.  Just.  Enough. :o

is Charmander's fire any different from the fire that comes out of lava?
Charmander's fireballs have the same sprite, but the ones that fly out of lava don't do damage.


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: Bae on August 25, 2010, 08:38:11 PM
Normally I'd bring up the 493+ pokemon in response to you saying "not every spelunky enemy has a pokemon equivalent" but if youre only using the first 150...

Well I think most spelunky enemies have some form of pokemon counterpart, either way just seeing you add all those new enemies is pretty darn cool

I have a question, are you planning to add anything other then new enemies?

EDIT:
(http://i35.tinypic.com/idgled.jpg)
...


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: Patrick on August 26, 2010, 04:21:21 AM
Should we expect a full pokedex of 150?
150 +2, yep!
150, Mew, and...?


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: halibabica on August 26, 2010, 07:11:10 AM
are you planning to add anything other then new enemies?
Not really.  I eventually plan to modify the editor so you can use Pokémon in custom levels (only the ones you catch will be available), and I want to add a sort of zoo-type deal where you can watch and read stuff about the Pokémon you've found.  I'm also going to add Catches as a record bearing stat.

Other than that, I don't plan on seriously changing anything else.  This is already going to be a mighty undertaking.

picture
What, that's never happened to you before?  Don't blame me; it's Derek's stupid level generation script.

150, Mew, and...?
A hint: it's the only Pokémon without a number.


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: hyperme on August 26, 2010, 09:10:52 AM
Oh noes!  Not Female Gender Symbol!  Or maybe 4.4!  Or could it even be BAD EGG?  Or perhaps the monsterous Charizard M'?  Or some other glitch Pokemon, come forth to eat chips souls?

Yeah, Missingno., right.?


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: halibabica on August 26, 2010, 09:22:53 AM
Spoilerz: It's spelled MissingNo.!


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: animalbrad on August 26, 2010, 10:24:35 AM
I've thoroughly tested charmanders fireballs, the only thing i've seen that MIGHT happen, i may of had some invuln time left, is that once charmander is captured, all fireballs on the screen stop hurting you. I'll double check later, but i never got a error code.

oh and spoiler invsi text
Missingno gonna crash the game if you catch it?


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: hyperme on August 26, 2010, 11:51:48 AM
MissingNo. does not work that way!


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: marsgreekgod on August 26, 2010, 01:20:17 PM
It does if you use him wrong. and keep it in spoiler text./

which form of MissingNo do you plan to use?

Spoiler
 I don't like pokemon that much, but MissingNo is such an intersting glich, and the stuff behind it is really fun to think about.

ANYWAY

you should make spelunker wear red in this mod.


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: hyperme on August 26, 2010, 01:24:40 PM
No it doesn't but if you go all Mew Glitching you can crash the game but MissingNo. just dulplicates items and doesn't really do much.  M' can mess up the hall of fame but not MissingNo.


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: marsgreekgod on August 26, 2010, 01:28:57 PM
Well a form of ]MissingNo can really mess you up. I know that much.

It's all based on your name anyway. Hey I should see what happens when your name is 'spelunker'




Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: halibabica on August 26, 2010, 09:11:05 PM
which form of MissingNo. do you plan to use?
Oh, whoops, totally blew the lid off that one.  I plan on using it's standard form; a big ol' tetris block.  What I'll make it do, though...well, you'll just have to wait. ;)


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: Bae on August 26, 2010, 11:05:05 PM
Not really.  I eventually plan to modify the editor so you can use Pokémon in custom levels (only the ones you catch will be available), and I want to add a sort of zoo-type deal where you can watch and read stuff about the Pokémon you've found.  I'm also going to add Catches as a record bearing stat.

Other than that, I don't plan on seriously changing anything else.  This is already going to be a mighty undertaking.

Do we get a new room for a high catch record?

And the rest of it sounds fine, imo you're adding a good amount of content.

What, that's never happened to you before?  Don't blame me; it's Derek's stupid level generation script.

Nope, I thought it was fixed in 1.1 but I guess not. Has anyone been working on this for 1.2 or any other mod?


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: marsgreekgod on August 26, 2010, 11:48:52 PM
It's a little bit fixed in 1.1.

just a little bit.


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: Patrick on August 27, 2010, 08:24:42 AM
are you planning to add anything other then new enemies?
Not really.  I eventually plan to modify the editor so you can use Pokémon in custom levels (only the ones you catch will be available), and I want to add a sort of zoo-type deal where you can watch and read stuff about the Pokémon you've found.  I'm also going to add Catches as a record bearing stat.
Gives me an idea... how bout HMs to be found randomly ingame, after you find them they become accessible through the pause menu? (Eg. HM01 Cut does something helpful, HM02 Fly can be like a cape/jetpack, HM03 Surf does something helpful with water, HM04 Rock Smash is like a mattock, etc.)
150, Mew, and...?
A hint: it's the only Pokémon without a number.
EGG, I KNEW IT!
which form of MissingNo. do you plan to use?
I plan on using it's standard form; a big ol' tetris block.  What I'll make it do, though...well, you'll just have to wait. ;)
Something to do with multiplying items?  ;D


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: Bae on August 27, 2010, 01:15:17 PM
I like the HM idea but it would have to be seriously refined, too game breaking.



Missingno. looks at you and you explode that is it's ability.

That or it messes up all the graphics.


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: marsgreekgod on August 27, 2010, 01:18:31 PM
stop guessing what he does!~ if we get it right it will ruin the fun..


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: Bae on August 27, 2010, 01:27:05 PM
chances are it will be rarer then chansey anyway so we probably wont see what it does for a long time


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: Willster on August 27, 2010, 05:21:24 PM
Why doesn't this game have it's own save?
TLS does...
(Am I missing something?)


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: animalbrad on August 27, 2010, 07:53:55 PM
Why doesn't this game have it's own save?
TLS does...
(Am I missing something?)
kinda.

TLS is a massive mod,  and the gameplay mechanics are vastly different, but there isn't really any point of adding a different save. Not to mention that you'd have to re-unlock the shortcuts (which took me nearly a week of non stop playing) it really isn't worth the hassle, I'd guess. yet anyway,  halibabica did make TLS after all.

The only pokemon I don't have yet is magnemite and thats cause I can't find any bloody pokeballs in the ice caves.


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: halibabica on August 27, 2010, 08:01:15 PM
Why doesn't this game have it's own save?
It will eventually.  You may notice, though, that it currently does not do anything to your regular Spelunky stats.  I won't give it its own serial code until the whole thing's finished.

And don't worry about losing the shortcuts; I already have a plan for that.


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: Patrick on August 28, 2010, 12:11:31 AM
Hmmmmmmmm
I had another thought on HMs, they could be available from the beginning, but only usable when you get Achievements (like getting Gym badges)...
HM01 Cut: KO X mantraps/oddish/bellsprout/other in a single life. Removes grass (the grass that obscures your view slightly) from a level, cuts trees down, something else maybe?
HM02 Fly: Collect all of the treasure in the top of the final boss's room, without the Climbing Gloves or Jetpack, then defeat the final boss. Lets you fly for a short period of time.
HM03 Surf: KO Megamouth/Gyarados/other X times. Creates a wave that sweeps enemies away and/or damages them, and lets you run along the top of water.
HM04 Strength: KO Giant Yeti/Tomb Lord/Machamp/other X times. Spelunker takes half/less damage from everything.
HM05 Flash: KO X enemies with flares. Lights up dark rooms completely.
HM06 Rock Smash: Break X pokedollars out of walls using bombs or a mattock. Has the effect of the Tunnel Man's mattock.
HM07 Waterfall: Fall X distance into water. Lets you charge a short distance in the direction you're looking, causing damage to enemies you touch.
HM08 Rock Climb: Defeat the final boss without shortcuts, rescuing five damsels along the way. Has the effect of climbing gloves.


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: marsgreekgod on August 28, 2010, 01:00:14 AM
You do know the game is over after the final boss right?

Power ups over time isn't spelunky style you lose everything when you die


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: Patrick on August 28, 2010, 01:39:55 AM
Yes, MGG, I have played the game before.  >:(
This isn't vanilla Spelunky, I was suggesting something that could be fun in a mod.


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: halibabica on August 28, 2010, 05:04:12 AM
Those are some neat ideas!  I'll take them into consideration.

Ooh, and I totally have to change dollars to Japanese yen!


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: Patrick on August 28, 2010, 05:18:47 AM
Those are some neat ideas!  I'll take them into consideration.

Ooh, and I totally have to change dollars to Japanese yen!
Not Yen...
http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_Dollar
 ;D

Edit: Another idea - when you die, you lose half your money and "black out", but the remaining amount is kept, and can be spent from the menu (or should I say, POKEMON CENTER!) on things like Safari Zone, Minigames, etc. Obviously beating the game should let you keep all of the money.

Edit Edit: That might be moving too far away from the original idea, like MGG said...


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: halibabica on August 29, 2010, 05:27:11 AM
Well, dang, I could've sworn that was a yen symbol.  PokéDollars it is, then!

EDIT: Ekans added to the cave and Clefairy added to the ice caves!  Have fun with them!


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: DialFforFunky on August 29, 2010, 10:30:47 AM
Jumping snakes and ginnea pigs with anger management issues! Wooh! I think they are great! Love the singing on Clefairy, very good! Perhaps it could start singing at random as well? How manny kinds of attacks does it have? I've counted 5 so far.

Some issues:
- I found a small issue with a jumping ekan under a block: it collides with the block, killing itself.

- I also have an issue with koffing, as I find myself ignoring and evading it most of the time. The fact that is has 2 health and toxin clouds is tough already, but I am also under the impression that it frequently comes in a pair, which means you useually need 4 thown objects to kill them qithout risk of losing any health. Add to that the risk of losing 2 health if ever you do touch them, and it's probably not hard to see why I aviod them.

- One last minor detail: perhaps a very tiny delay on drowzee's attack? I found it a bit odd that a drowzee killed by the staff of blabla still manages to shoot me in between being a glowing ball summoned by the evil head and actually being a drowzee being killed by my psychic bubble.

Abra being resistant is absolutely great! Add a bit more challenge to the last stage.

All in all, I'll say it once more: this mod is absolutely amazing. keep up the great work!


F


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: animalbrad on August 29, 2010, 11:59:50 AM
May be something with vanilla, but I tossed a damsel onto a koffing and jumped after her.i died from the fall, and land on her, who died from a arrow trap, and koffing got trapped under our corpses and started emitting blood like he was taking damage, but wouldn't die.

Downloading the update now, i'm gonna have a time testing Clefairy.


EDIT: Here's what I've seen

Clefariy can use any attack, but has to stand still to use them. I also seen one use a type of sonar like attack with a few music notes, what i'm assuming is sing.

I ran into another chansey and noticed that if you jump on one, it bundles up and you can carry it. it will unbundle, however,

Lastly Clefariys tend to bundle in packs. every single one i found usually had 2 others with it, and they jump around like the shopkeeper.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: halibabica on August 29, 2010, 02:58:32 PM
How manny kinds of attacks does it have?
Clefariy can use any attack
That's the power of Metronome at work.  It can use (almost) any attack, and you can expect to see its move set expand as more Pokémon are added.

a small issue with a jumping ekan under a block: it collides with the block, killing itself.
Yeah, they're prone to smashing themselves while jumping.  I may just have to give them good old-fashioned snake crush immunity.  Or set it so they can't get crushed while jumping...

Koffing sux
Well, the grouping thing is just coincidence.  The game spawns everything by random chance.  They actually have 3 HP and are quite a pain in the butt.  However, it's easier to take them out with projectiles than it may seem.  If you throw things at regular speed (ie not while running and not with the mitt) then you can easily take him out with one shot.  He is quite dangerous, though.  I don't plan on changing that.

perhaps a very tiny delay on drowzee's attack?
I think the trouble you're having here is actually that the punch object Drowzee creates to attack can remain after the Drowzee that made it has been killed.  I'll try to find a way to fix that (Machop does the same thing).

May be something with vanilla, but I tossed a damsel onto a koffing and jumped after her.i died from the fall, and land on her, who died from a arrow trap, and koffing got trapped under our corpses and started emitting blood like he was taking damage, but wouldn't die.
That's really weird, but I'm pretty sure that blood was coming from you instead of Koffing.  The reason he stayed down with you is because he was still trying to attack your corpse.  I don't know what was making you bleed constantly, though.

Clefariy can use any attack, but has to stand still to use them. I also seen one use a type of sonar like attack with a few music notes, what i'm assuming is sing.
Yes, that's sing.  I forgot to add a sound effect to it! :(

Lastly Clefariys tend to bundle in packs. every single one i found usually had 2 others with it, and they jump around like the shopkeeper.
Again, the bundling is purely by chance.  Clefairy spawns in all the same places Yetis and Drowzee would.  And they actually jump higher than the Shopkeepers.  I just gave them really low gravity.

Thanks for checkin' 'em out!


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: Patrick on August 30, 2010, 01:13:00 AM
You know what it's gonna need? Moar kinds of levels! (Like the outdoors one in TLS editor)

So, including the originals, here are some suggestions:
Generic Cave
Jungle
Icy Cave
Temple
Ocean
Clouds
Power Plant
Rocket Base
etc.

Also, maybe completing X levels of "Cave" can unlock "Jungle", then finishing X levels of "Jungle" can unlock "Ocean" and "Power Plant", etc. That way you play through the game, to unlock more areas, to catch more Pokemon.

Also, Safari Zone minigame - catch as many as you can in 5 minutes!


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: halibabica on August 30, 2010, 04:09:54 AM
More areas?  No.  Nononononononononono.  That is way more work than I'm willing to put into this.

But I had considered a minigame like that, so at least you know the bonus rooms will be getting another overhaul!


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: Patrick on August 30, 2010, 05:34:22 AM
It will need more types of levels though, to fit 150. That's unavoidable.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: marsgreekgod on August 31, 2010, 12:15:33 AM
It will need more types of levels though, to fit 150. That's unavoidable.
No no he won't.

It isn't even that hard.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: Patrick on August 31, 2010, 12:26:41 AM
It will need more types of levels though, to fit 150. That's unavoidable.
No no he won't.
Might not need it, but it would certainly help.

Think about it. One hundred and fifty kinds of enemies... in four areas. You need to have either...
The same number of enemies in a level, but those that appear can vary a lot (Eg. Area 1 may potentially spawn 30-40 different kinds of enemies, but only spawns 10 at a time) which means it's harder to look for specific ones
OR
Multitudes of enemies packed into a level, which could be ridiculous.

Plus, it'd be cooler with more types of levels anyway, right?


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: marsgreekgod on August 31, 2010, 01:13:01 AM
It will need more types of levels though, to fit 150. That's unavoidable.
No no he won't.
Might not need it, but it would certainly help.

Think about it. One hundred and fifty kinds of enemies... in four areas. You need to have either...
The same number of enemies in a level, but those that appear can vary a lot (Eg. Area 1 may potentially spawn 30-40 different kinds of enemies, but only spawns 10 at a time) which means it's harder to look for specific ones
OR
Multitudes of enemies packed into a level, which could be ridiculous.

Plus, it'd be cooler with more types of levels anyway, right?
for your frist idea. Yes, it's a lot harder to find them. Thats the idea. and more levels would be nice. but it's frecking hard


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: Patrick on August 31, 2010, 01:21:29 AM
Yeah.
It's pretty ambitious as things are, with the 150 goal.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: halibabica on August 31, 2010, 04:20:03 AM
I already divided all 152 Pokémon into every area of the game.  It breaks down like this:

Every area has 13 enemies that appear commonly.  So they have the appearance rates of normal stuff like Snakes, Bats, Frogs, etc.  They'll cut into each others' populations a lot, but they won't be hard to find.

Every area has 12 enemies that appear uncommonly (except the lush cave, which only has 9).  These are tougher Pokémon, mostly 1st evolutions of things that aren't all that rare.  They'll have very low appearance rates, kind of like that of a Caveman in the first area.  You'll probably see 2 or 3 of them in any given location.

Finally, each area has 7 enemies that appear rarely.  These will have the appearance rate of boss monsters like the Giant Spider and Tomb Lord.  You won't see more than one per level, and catching them could prove quite a challenge.

Restless Dead and Rushing Water levels have their own unique enemy groups (which is why the jungle only has 9 uncommon foes).  They get 4 common, 4 uncommon, and 3 rare apiece.

There are also 5 enemies that can appear anywhere, anytime, but super-rarely (like Chansey).

4*(13+7)+3*12+2*(4+4+3)+9+5 = 152

I think it'll work out quite nicely. 8)


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: Patrick on August 31, 2010, 06:19:26 AM
Oh, ok, you've thought this through more than me.  ;D


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: Willster on August 31, 2010, 06:15:32 PM
Sounds Grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrreat! :D


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: Wonkyth on September 03, 2010, 12:10:02 AM
Indeed, I will have to give this a try some time.
If you ever release the source for this, I might make some simple changes, and divide it into four versions...


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: marsgreekgod on September 03, 2010, 09:04:28 AM
Indeed, I will have to give this a try some time.
If you ever release the source for this, I might make some simple changes, and divide it into four versions...
two games for the price of one? (IE pokemon red and blue)_


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: halibabica on September 03, 2010, 11:50:22 AM
You can divide it if you want, but I won't be doing so myself.  I've always been against the whole "drrr some Pokees r in this 1 but not that 1" thing.  It's getting old, Nintendo. >:(


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: hyperme on September 03, 2010, 12:01:25 PM
But then no-one would trade!


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: animalbrad on September 03, 2010, 12:04:47 PM
Not everyone has people to trade with.

*sighs* reguardless this is a spelunky mod, not a pokemon game, so trading isn't really a option, huh.

Game related, I finally got a clefariy, so i've got everyone again. Sing keeps knocking me off the platforms.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: marsgreekgod on September 03, 2010, 12:50:43 PM
But then no-one would trade!
Yes, yes they would. Just make some pokemon rarer then others randomly, in such a way that say 1 rare pokemon is easy to find in this copy of pokemon, and 3 are hard, and say 1 common pokemon is rare randomly.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: halibabica on September 03, 2010, 12:54:15 PM
^ See, now that's a great idea and I'd love to see them do that in Pokémon instead of making three versions of the same game with every generation.

Then again, I guess that would also cut their profits in half because their rabid fanbase would only have to buy one game.  Pokémon is ugly business imo.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: marsgreekgod on September 03, 2010, 04:41:11 PM
^ See, now that's a great idea and I'd love to see them do that in Pokémon instead of making three versions of the same game with every generation.

Then again, I guess that would also cut their profits in half because their rabid fanbase would only have to buy one game.  Pokémon is ugly business imo.
They do it when pokemon starts to slow down a bit, to give it a boost.

I haven't played any pokemon game after red, and my friend wants me to get black when it comes out... I wonder if I should. Aren't the new pokemon lame? I don't know.

(I know the frist 150 are most likely the best, mewtwo for the win)


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: Patrick on September 03, 2010, 05:49:42 PM
Is there going to be a Pokedex feature ingame, to view what you've caught?

Also, are legendaries only going to appear once? It'd be kind of stupid to see another Mewtwo after catching him. Maybe legendaries could disappear from the game after you catch 'em? (Obviously not disappear forever after you KO them - that's mean.) And they should have special levels to be reached, I think, like the Black Market and City of Gold, but not quite so luck-oriented.

Also, trades via 39dll? (Maybe that's a bit too much.)


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: marsgreekgod on September 03, 2010, 09:44:26 PM
Is there going to be a Pokedex feature ingame, to view what you've caught?

Also, are legendaries only going to appear once? It'd be kind of stupid to see another Mewtwo after catching him. Maybe legendaries could disappear from the game after you catch 'em? (Obviously not disappear forever after you KO them - that's mean.) And they should have special levels to be reached, I think, like the Black Market and City of Gold, but not quite so luck-oriented.

Also, trades via 39dll? (Maybe that's a bit too much.)
I rather not. It would be lame, how lame would it be to NEVER be able to fight mewtwo after geting him?
make me sad.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: Patrick on September 03, 2010, 10:02:11 PM
Is there going to be a Pokedex feature ingame, to view what you've caught?

Also, are legendaries only going to appear once? It'd be kind of stupid to see another Mewtwo after catching him. Maybe legendaries could disappear from the game after you catch 'em? (Obviously not disappear forever after you KO them - that's mean.) And they should have special levels to be reached, I think, like the Black Market and City of Gold, but not quite so luck-oriented.

Also, trades via 39dll? (Maybe that's a bit too much.)
I rather not. It would be lame, how lame would it be to NEVER be able to fight mewtwo after geting him?
make me sad.
Ah-ha!
Excellent point.

Hali, put in a mode where you can fight Pokemon you've caught. Like Boss Battles in SSBB, perhaps? :D

EDIT: Hang on, are Chanseys able to be sacrificed? If so, how much favour? >=D


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: Bae on September 04, 2010, 01:56:29 AM
^ See, now that's a great idea and I'd love to see them do that in Pokémon instead of making three versions of the same game with every generation.

Then again, I guess that would also cut their profits in half because their rabid fanbase would only have to buy one game.  Pokémon is ugly business imo.

To be fair the Third game in every series is usually a lot different, usually the best too

I haven't played any pokemon game after red, and my friend wants me to get black when it comes out... I wonder if I should. Aren't the new pokemon lame? I don't know.

New Pokemon (http://www.serebii.net/blackwhite/pokemon.shtml)

Some of them look pretty lame but I dont mind most of them, and it's looking to be a promising game IMO

fyi in black you get the white dog/bird/dragon things and in white you get the black thing

referred to as things since i doubt you know their names yet

also imo the best generations in order were

1- johto (2nd gen, gold/silver/crystal/heartgold/soulsilver)
2- kanto (1st, red/green/blue/yellow/leafgreen/firered)
3- orre (after 3rd gen, pokemon colloseum and XD)
4- sinnoh (4th, pearl/diamond/platinum)
5- hoenn (3rd, ruby/sapphire emerald)


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: halibabica on September 05, 2010, 08:30:22 PM
Legendaries aren't going to disappear when you beat them, and you'll be able to set up your own battles with them in the editor, so I won't be messing around with a special mode just for them.

I'm going to add a door from the title screen that leads to a zoo-like area where you can look at/read about the Pokémon you've caught so far.  It's still a rough idea, though.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: Patrick on September 06, 2010, 01:55:30 AM
Legendaries aren't going to disappear when you beat them, and you'll be able to set up your own battles with them in the editor, so I won't be messing around with a special mode just for them.
So it'll be possible to capture 50 Mewtwos?
 :-\


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: Keilden on September 06, 2010, 02:09:22 AM
Will pokeballs have a chance to be a Voltorb that explodes after say 5 sec? Also Magikarps should be unable to hurt the spelunker in any way, but each time you kill one there is a chance that he evolves to a Gyrados that will follow the spelunker trough the whole stage like the ghost. But unlike the ghost he will destroy terrain he moves trough, so like a mix of the boulder and the ghost.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: marsgreekgod on September 06, 2010, 02:25:59 AM
Will pokeballs have a chance to be a Voltorb that explodes after say 5 sec? Also Magikarps should be unable to hurt the spelunker in any way, but each time you kill one there is a chance that he evolves to a Gyrados that will follow the spelunker trough the whole stage like the ghost. But unlike the ghost he will destroy terrain he moves trough, so like a mix of the boulder and the ghost.
but if you killed it how does it evolve?


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: Patrick on September 06, 2010, 04:03:18 AM
I'm going to add a door from the title screen that leads to a zoo-like area where you can look at/read about the Pokémon you've caught so far.  It's still a rough idea, though.

Heh, how about making Pokemon you've caught evolve, for the sake of the Spelunkedex?

Obviously it'd need to be earned.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: Keilden on September 06, 2010, 04:27:37 AM
Will pokeballs have a chance to be a Voltorb that explodes after say 5 sec? Also Magikarps should be unable to hurt the spelunker in any way, but each time you kill one there is a chance that he evolves to a Gyrados that will follow the spelunker trough the whole stage like the ghost. But unlike the ghost he will destroy terrain he moves trough, so like a mix of the boulder and the ghost.
but if you killed it how does it evolve?
Its instead of getting killed.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: halibabica on September 06, 2010, 05:09:37 AM
So it'll be possible to capture 50 Mewtwos?
Doesn't mean it'll be easy.

Gyarados idea
No, that's too messy.  Gyarados is going to end up replacing MegaMouth.

Heh, how about making Pokemon you've caught evolve, for the sake of the Spelunkedex?
That's a little beyond the scope of this mod.  There's not really any way to train them*, so there's no way to evolve them.

*and I don't intend to make a way, either


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: Willster on September 06, 2010, 11:28:56 AM
Some pokemon should be harder to catch than others, like 2 pokeballs to catch a *blank*.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: marsgreekgod on September 06, 2010, 11:33:10 AM
So you have no plans to make AI versons that attack the other pokemon for every pokemon? I have no idea why...

*yes, this is a joke*


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: halibabica on September 06, 2010, 02:47:14 PM
Some pokemon should be harder to catch than others, like 2 pokeballs to catch a *blank*.
They will be more difficult to catch by being more difficult to fight.  Remember, the Poké Ball will only catch a foe if it strikes what would've been a killing blow.  Other enemies will be like Chansey and Metapod where it's difficult (or impossible) to do more than 1 damage to them at a time.  This is how catching them will be more troublesome.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: MMM103 on September 06, 2010, 02:49:32 PM
My goodness, Hali, you have no shortage of awesome mods. Make a yeti mod or something next! Or maybe a mod with new areas to explore... The possibilities are endless!
EDIT: A few suggestions: Making Pokeballs a resource instead of an item, like bites in TLS.
Giving pokemon a use other than score: Like a way of using their attacks, like learning abilities from caught pokemon? Or maybe just deploying them as helpers.
Pokemon Minibosses/Legendaries- Abrok for snake pits, Kyogre for Rushing Water, Articuno for Ice caves, Deoxys for Psychic Presence, etc. etc.
Pokemon Trainers- Somewhat hostile enemies that will throw pokemon at you on sight.
Modified main menu screen and tutorial cave!- Self explanatory.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: Bae on September 08, 2010, 04:24:41 PM

I'm going to add a door from the title screen that leads to a zoo-like area where you can look at/read about the Pokémon you've caught so far.  It's still a rough idea, though.

You mean a Safari Zone?

Also I dont suppose you'll be replacing the music in this mod will you? (the Fire Red or Heart Gold BGM might do wonders)


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: halibabica on September 08, 2010, 05:19:16 PM
ideas
Well, this mod is very far from finished at the moment.  Some of the things you suggested will be happening while others will not.

I thought of making Poké Balls a resource you could collect, but I think I like it better the way it is.  It gives the player incentive to carry one with them, and they can appear on any floor.  This makes catching things a little trickier, because you'll need a ball even if you find something you haven't caught before.  That seems more in the spirit of Spelunky to me.

I'm only adding the first 151 Pokémon, so you won't see anything from the 2nd gen or up.  I already have it all planned out; it's just a matter of making all those little buggers!

I'll update more stuff in due time.  Right now, my primary focus is getting all the new baddies in there.

I dont suppose you'll be replacing the music in this mod will you? (the Fire Red or Heart Gold BGM might do wonders)
I'd like to, though I haven't played either of those versions.  I'll have to browse around for some Pokémon MP3s and pick some that match the caves.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: Bae on September 08, 2010, 07:50:40 PM
If you want I can find try to find you some .rars of both FR and HG's music and PM you with a link (I actually have the HG soundtrack somewhere but all the data is in japanese, which is somewhat annoying since I cant read which track goes to which area of the game)

and, just for clarification, those are two of the newest games to have kanto (the G1 Region) appear in it, so I figured since this mod is only for the first 151 they would fit the best (the HG music is rather symphonic too Link (http://www.youtube.com/watch?v=x_EcKF6-b3k) while FR is a bit more... videogame sounding lol linki (http://www.youtube.com/watch?v=16v_M1ygxYE) hmn actually listening to these i find it hard to imagine playing spelunky to them...)


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: halibabica on September 08, 2010, 07:55:41 PM
I can probably find some rips from the very oldest games, which would fit even better given Spelunky's style.  But we'll see.  First, I need to find the free time (and willpower) to actually work on this thing.  It's gonna be a busy semester...


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: Hardboiled Lobster on September 09, 2010, 03:53:19 PM
I got an error when I tossed a damsel at an Ekans and then jumping on it, not sure if it's an issue with Spelunky itself or the mod but here is the error in case you need it


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

Error in code at line 4:
       else x = owner.x;
                      ^
at position 21: Unknown variable x

(http://www.iaza.com/work/100910C/screenshot61613.png)

EDIT: It happened again after I jumped on an Ekans twice in a row with the same error message

Another image
(http://www.iaza.com/work/100910C/Ekans_is_Snake_backwards73027.png)


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: halibabica on September 09, 2010, 04:16:23 PM
Derp, it never occurred to me that an Ekans that grabbed you could still be killed.  I think I know how to fix that.  Thanks for reporting it!


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: Hardboiled Lobster on September 09, 2010, 06:49:06 PM
Another thing I noticed was when the boulder from the Idol trap is destroyed it drops a pokeball which is pretty weird when you think about it. Also I had an idea that you could replace the boulder with a giant electrode and when it stops it explodes with the power of four normal bombs. Also have shopkeepers that come after you at the exit be replaced by Officer Jenny.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: halibabica on September 09, 2010, 08:01:54 PM
when the boulder is destroyed it drops a pokeball
Aw, you caught me.  Poke Balls are actually just resprited rocks.  This is something I plan to remedy at some point.

you could replace the boulder with a giant electrode
I already have an idea similar to this, but it doesn't involve Electrode.  Electrode will appear in the caves, though...

have shopkeepers at the exit be Officer Jenny.
THAT is hilarious!  I may just have to do that!


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: animalbrad on September 09, 2010, 08:16:04 PM
you could replace the boulder with a giant electrode
I already have an idea similar to this, but it doesn't involve Electrode.  Electrode will appear in the caves, though...

Gwah... please don't make them look pokeballs. pokeballs are hard enough to find in the caves. What of the damsel, do you plan to change her at some point?


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: Hardboiled Lobster on September 09, 2010, 08:33:29 PM
you could replace the boulder with a giant electrode
I already have an idea similar to this, but it doesn't involve Electrode.  Electrode will appear in the caves, though...

What of the damsel, do you plan to change her at some point?

I actually just had an idea of the damsel being a Jynx or Nurse Joy

And a bunch of other ideas, the Cavemen could be like a Pokemon hiker trainer or a normal trainer and they send out different Pokemon you wouldn't see in most other areas like a Rattata or Geodude depending on what kind of trainer it is. And the other idea is a random event (not sure where it would happen) but it would be like a Pokemon stadium and you could use the Pokemon you have caught so far to right other Pokemon though this idea is rather over the top and you'd probably have to code an interface for your Pokemon and whatnot.

One last idea for now, replacing the normal ghost with the "ghost" that you'd see when you first go into the Pokemon tower in lavender town
(http://archives.bulbagarden.net/media/upload/b/bb/000G.png)
And it'd be even more cool if you could have the lavender town music play when it appears or the Pokemon tower music


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: marsgreekgod on September 10, 2010, 10:31:51 AM
Most of those ideas seem a little out of the scale of this mod

remember the guy is already programing 152 of the guys! you are really asking a lot of him..


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: halibabica on September 10, 2010, 11:48:22 AM
Most of those ideas seem a little out of the scale of this mod
Most definitely.  But the easier ones, like resprites and stuff, I'd be more willing to do.  I think Nurse Joy would make an excellent replacement for the Damsel if Officer Jenny will be the Shopkeeper.

And having the generic ghost graphic replace the Spelunky ghost is definitely going to happen.

But, yeah, please don't overestimate how much time I have to dedicate to this.  I'm in my last semester of college, I'm working a part-time job, I have an RPG (http://rpgmaker.net/games/725/) I've been working on for almost four years, and an art tournament (http://pcbcos.deviantart.com/) that I'm determined to win.

See why the updates are so sparse? ;)


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: marsgreekgod on September 10, 2010, 12:04:08 PM
You also use rpg maker? interesting.

I know a few tricks to that, but some how I bet you are better then I am.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: animalbrad on September 10, 2010, 12:14:47 PM
Take all the time you need. I've been playing around with GM8 trying to get a hang of the Programing language, and i have to say, i don't know how you do it!

On a random note, i edited the Help balloon to say "Eat!"... and suddenly got a image of snorlax. -shiver-

Anyway, I wonder if chansey has the same problem as ekans, provided it isn't limited to a single chansey per floor, randomly.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: halibabica on September 10, 2010, 12:39:31 PM
I know a few tricks to that, but some how I bet you are better then I am.
I've had lots of practice! 8)

I wonder if chansey has the same problem as ekans, provided it isn't limited to a single chansey per floor, randomly.
Nah, Chansey has nothing to worry about.  The reason Ekans has that glitch is because of the object mentioned in the error message: oWrEx.  You don't need to know what that is, but since it's tied to a specific Ekans, it will cause errors if that Ekans is destroyed.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: marsgreekgod on September 10, 2010, 12:52:41 PM
I know a few tricks to that, but some how I bet you are better then I am.
I've had lots of practice! 8)

I wonder if chansey has the same problem as ekans, provided it isn't limited to a single chansey per floor, randomly.
Nah, Chansey has nothing to worry about.  The reason Ekans has that glitch is because of the object mentioned in the error message: oWrEx.  You don't need to know what that is, but since it's tied to a specific Ekans, it will cause errors if that Ekans is destroyed.
I think he is asking becuse you said chansey has all the attacks of other pokemon


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: animalbrad on September 10, 2010, 12:56:19 PM
I know a few tricks to that, but some how I bet you are better then I am.
I've had lots of practice! 8)

I wonder if chansey has the same problem as ekans, provided it isn't limited to a single chansey per floor, randomly.
Nah, Chansey has nothing to worry about.  The reason Ekans has that glitch is because of the object mentioned in the error message: oWrEx.  You don't need to know what that is, but since it's tied to a specific Ekans, it will cause errors if that Ekans is destroyed.
I think he is asking becuse you said chansey has all the attacks of other pokemon
-shakes head- No, Chansey not Clefairy. Chansey can be picked up.


edit:does gm8 have a recovery mode? i just white screened and i havent saved my file in a while.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: halibabica on September 10, 2010, 01:53:54 PM
Oh, uh, then still no.  Clefairy has nothing to worry about in that regard (she can't do Ekans' jump).

And still, Chansey has no troubles this way because when she curls up into a ball, she actually becomes an Item.  Items can't be harmed in any way, so she's invincible until she returns to normal.  Not even kidding; you can blow her up while she's a ball and she'll be fine.

Also also, I usually get GM's white screen of death when I'm trying to save the changes I made to a sprite.  I don't know what causes it to happen, but it's really annoying and completely unpredictable.  I always save before and after working on sprites.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: animalbrad on September 10, 2010, 02:01:36 PM
Also also, I usually get GM's white screen of death when I'm trying to save the changes I made to a sprite.  I don't know what causes it to happen, but it's really annoying and completely unpredictable.  I always save before and after working on sprites.

exactly what happened to me. i was changing all the sprites of the cape. it white screened on the last sprite.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: marsgreekgod on September 10, 2010, 02:02:20 PM
white screen of death?


I never had that happen.. or heard of it in game maker...


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: animalbrad on September 10, 2010, 02:06:06 PM
white screen of death?


I never had that happen..

It's a vista error, so if use xp or 7 i'm not suprised. basically when a program goes not responding, a clear white filter will go over the program. and all my sprite work is gone. dang it. i'll just change the bomb sprite.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: marsgreekgod on September 10, 2010, 02:12:16 PM
white screen of death?


I never had that happen..

It's a vista error, so if use xp or 7 i'm not suprised. basically when a program goes not responding, a clear white filter will go over the program. and all my sprite work is gone. dang it. i'll just change the bomb sprite.
I see. I use xp. I also save after every change so.. yeah.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: halibabica on September 10, 2010, 02:20:38 PM
It's not just on Vista.  I use Windows XP and this happens more often than I should like.  The whole program freezes up and I have to force it to close.


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: animalbrad on September 10, 2010, 02:26:34 PM
ah, It's been way till long since i've used XP.  I'm making the most pointless mod ever, to test. 


Title: Re: Spelunkémon (Ekans and Clefairy added!)
Post by: Hardboiled Lobster on September 10, 2010, 04:07:47 PM
Most of those ideas seem a little out of the scale of this mod
Most definitely.  But the easier ones, like resprites and stuff, I'd be more willing to do.  I think Nurse Joy would make an excellent replacement for the Damsel if Officer Jenny will be the Shopkeeper.

And having the generic ghost graphic replace the Spelunky ghost is definitely going to happen.

But, yeah, please don't overestimate how much time I have to dedicate to this.  I'm in my last semester of college, I'm working a part-time job, I have an RPG (http://rpgmaker.net/games/725/) I've been working on for almost four years, and an art tournament (http://pcbcos.deviantart.com/) that I'm determined to win.

See why the updates are so sparse? ;)

I'm not saying like these ideas NEED to happen, I'm just tossing them out there to see if you think they are doable and if you like them. I am fairly aware that a lot of it might over the top or out of scale. But it's better to put all the possibilities out there rather than let an idea be forgotten since I don't have a full grasp of how "out of scale" an idea would be.


Title: Re: Spelunkémon (Kingler added!)
Post by: halibabica on September 12, 2010, 09:00:21 AM
Added Kingler to the rushing water levels!  I also fixed several of the bugs you guys mentioned.  As for the rest, well, you know it's on its way.


Title: Re: Spelunkémon (Kingler added!)
Post by: DialFforFunky on September 12, 2010, 03:00:34 PM
once again, very good. very cute as well :)

I've only found a (spoiler alert because the update has been resleased only a short while ago) minor thingy (http://www.members.multimania.nl/undeadonion/kingbug.jpg), in that the K.O. star didn't rotate while taking the shot. The star worked fine in other cases.

Even though I'm a guy, you deserve a kiss!  :-*! +1 hp for you! (though I ain't cute, because that would put me in a rather akward position...)

F


Title: Re: Spelunkémon (Kingler added!)
Post by: halibabica on September 12, 2010, 03:46:24 PM
the K.O. star didn't rotate while taking the shot. The star worked fine in other cases.
It wasn't spinning at all?  Were his eyes still moving?  Sometimes it's hard to tell with that particular animation.

Also, sometimes GM randomly goofs up its sprite anims and, like, skips entire frames for some reason.  Head to the temple and you might see a Machop run at you without moving its legs at all. o_O And I really have no clue how to fix it.


Title: Re: Spelunkémon (Kingler added!)
Post by: marsgreekgod on September 12, 2010, 05:24:41 PM
the K.O. star didn't rotate while taking the shot. The star worked fine in other cases.
It wasn't spinning at all?  Were his eyes still moving?  Sometimes it's hard to tell with that particular animation.

Also, sometimes GM randomly goofs up its sprite anims and, like, skips entire frames for some reason.  Head to the temple and you might see a Machop run at you without moving its legs at all. o_O And I really have no clue how to fix it.
I find changed the image_single can help, lower it by 0.1 mabey. sounds like it should do nothing, but it works sometimes


Title: Re: Spelunkémon (Kingler added!)
Post by: halibabica on September 12, 2010, 05:27:12 PM
Actually, I just got it all figured out (I think).  There were certain times in Kingler's movements that, if you stunned him, his image speed would get locked in wrong.  Specifically, while he's jumping and/or flailing.  There are also some weird collision issues that cause him to slide along the ground, but you'll just have to put up with that for now!


Title: Re: Spelunkémon (Kingler added!)
Post by: marsgreekgod on September 12, 2010, 05:34:50 PM
Actually, I just got it all figured out (I think).  There were certain times in Kingler's movements that, if you stunned him, his image speed would get locked in wrong.  Specifically, while he's jumping and/or flailing.  There are also some weird collision issues that cause him to slide along the ground, but you'll just have to put up with that for now!
question: are the weaker forms of Pokemon going to be weaker forms of the ones that exist?

"question" 2 no really storlax should be the final boss.


Title: Re: Spelunkémon (Kingler added!)
Post by: halibabica on September 12, 2010, 05:41:17 PM
Q1: Er, I'm not sure what you mean.  If you're wondering if Krabby would just be a weaker form of Kingler, then no.  They're all going to be unique in some way.  I'm not taking the easy way out! ;)

Q2: I actually intend to leave the final boss as he is.  He'll spawn Pokémon out the wazoo, but otherwise it's the same old Olmec.


Title: Re: Spelunkémon (Kingler added!)
Post by: DialFforFunky on September 12, 2010, 06:03:49 PM
I've checked: the eyes don't rotate as well.


F


Title: Re: Spelunkémon (Kingler added!)
Post by: MCXD on September 12, 2010, 11:30:36 PM
I pretty much registered just because of this thread.

I must say, you're doing an excellent job with this so far. These are some of the best custom 'enemies' I've seen in a Spelunky mod yet, and I like what you did with the concept. I'm looking forward to the day where all 152 are done and dusted.

(Oh and I tried out TLS as well. That was splendid.)


Title: Re: Spelunkémon (Kingler added!)
Post by: animalbrad on September 14, 2010, 11:57:32 AM
I haven't got a chance to test this yet, as i'm currently moving all my data to my external drive, for preparation to upgrade my computer.(which reminds me I have to go get spelunky portable) Kingler's flail, how much damage does it do? I'll have my new comp up and running somewhere between tonight and tomorrow, so i'll try then.


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: halibabica on September 14, 2010, 04:24:27 PM
Kingler's flail attack gets stronger the more you beat him up.  He won't even use it unless he's been hurt once, and it does 3 damage at its strongest.  It's quite nasty, especially if he uses it at the bottom of the lake!

EDIT: Added Golbat!  He may act like an ordinary bat, but he has a few tricks of his own. 8)


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: marsgreekgod on September 14, 2010, 10:26:22 PM
download link is down... : (


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: halibabica on September 15, 2010, 04:02:53 AM
It worked fine for me... :o


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Bazly on September 15, 2010, 06:53:46 PM
This is an AMAZING Mod!

Since I know how talented all of y'all are, some suggestions I thought up for the Mod:

- Changing the main character to a sprite of Male Trainer? Perhaps the Damsel could now be female trainer and mattock man could be a rival/gary?
- Or you could go Ash/Misty/Gary/Brock? If you want to go that route.
- Changing the standard Spelunky music to appropriate songs from the original Pokemon Red/Blue?

Amazing Mod! I have been playing it vigorously! Keep up the good work.


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: halibabica on September 15, 2010, 08:14:26 PM
The beautiful thing about Pokémon Trainers is that anybody can be one.  Spelunker would probably be a Ruins Maniac, Damsel a Beauty, and Tunnel Man a...uh...

Well, you get the point.  As such is the case and considering the SHEERLY IMMENSE number of baddies I have to add, I don't think I'll be changing their sprites.  I'm still tempted to make all the Shopkeepers Officer Jenny, though...

And yes, the music will likely be changed at some point.  Some indefinite point on the horizon where this game has 152 more enemies than it did before.


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: marsgreekgod on September 15, 2010, 09:51:24 PM
The beautiful thing about Pokémon Trainers is that anybody can be one.  Spelunker would probably be a Ruins Maniac, Damsel a Beauty, and Tunnel Man a...uh...

Well, you get the point.  As such is the case and considering the SHEERLY IMMENSE number of baddies I have to add, I don't think I'll be changing their sprites.  I'm still tempted to make all the Shopkeepers Officer Jenny, though...

And yes, the music will likely be changed at some point.  Some indefinite point on the horizon where this game has 152 more enemies than it did before.
Just make him have red clothing. he can be red all grown up. : )


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Hardboiled Lobster on September 16, 2010, 01:14:35 AM
I found two small bugs related to Ekans and Diglett.

The first one with Ekans has happened twice and could probably be recreated easily where when it lunges in an area where blocks/dirt are directly above it, it'll lung up into it and disintegrate into blood

The other one with Diglett is if one is run over by a boulder it won't be smushed and if it settles on top of a Diglett then the Diglett will float up to the top of the boulder and if there is more dirt/blocks above that it will keep floating up into that area.

As for ideas I was thinking it would be good if you sold pokeballs in stores and made them another item to manage like bombs and rope so it won't be so hard to catch pokemon. I was thinking you could also have different kinds of pokeballs and they'd damage them at different rates, like normal one would do 2 damage like the rock but higher level pokeballs could do more to pokemon but the same 2 to normal enemies.


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Patrick on September 16, 2010, 03:14:53 AM
I was thinking you could also have different kinds of pokeballs and they'd damage them at different rates, like normal one would do 2 damage like the rock but higher level pokeballs could do more to pokemon but the same 2 to normal enemies.
This. Perhaps Great/Ultra/Master Balls are rarer, but become more common at higher levels.

By the way, I suggested this already, but...
I really think it would be good if some Pokemon (legendaries, of course) had special levels similar to the BM & CoG. Then, rather than encountering, for example, Mewtwo, an unlimited number of times, you can battle it via some option (boss battles?) after catching it.


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: halibabica on September 16, 2010, 08:11:22 AM
Ekans and Diglett bugs
Weird.  I think I know how to fix those.

pokeballs another item to manage
I'm still undecided on this.  I kinda like the way it is for reasons I've explained before, but making them an inventory item wouldn't be impossible.

higher level pokeballs
This is something I plan to do eventually, but it'll be much easier to implement if they're not an inventory item.  But I'm a clever dude; I might be able to figure something out.

legendaries had special levels
Some boss enemies would appear in special levels in place of the Spelunky's regular ones (like Yeti King/Alien Boss) but coming up with a themed level for each one would be tough.  I'll consider it, but no promises.


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Bazly on September 16, 2010, 01:36:52 PM
And yes, the music will likely be changed at some point.  Some indefinite point on the horizon where this game has 152 more enemies than it did before.

Yes, adding 152 (who's goign to be #152?) enemies to the game is quite an endeavour: you know with that many you can probably just start removing standard Spelunky enemies from this mod. Once you've added that amount of Pokemon, I don't know if anyone is going to miss the Spelunky enemies that we can encounter just by playing vanilla Spelly.


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: marsgreekgod on September 16, 2010, 01:52:43 PM
And yes, the music will likely be changed at some point.  Some indefinite point on the horizon where this game has 152 more enemies than it did before.

Yes, adding 152 (who's goign to be #152?) enemies to the game is quite an endeavour: you know with that many you can probably just start removing standard Spelunky enemies from this mod. Once you've added that amount of Pokemon, I don't know if anyone is going to miss the Spelunky enemies that we can encounter just by playing vanilla Spelly.
152 is a spoiler that can be found in red and blue.

It's posted early in this topic in white if you want to look.


Title: Re: Spelunkémon (Horsea and Chansey added!)
Post by: halibabica on September 16, 2010, 02:21:50 PM
which form of MissingNo. do you plan to use?
Oh, whoops, totally blew the lid off that one.

And yes, I will be removing the other enemies at some point.


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Sparkle on September 16, 2010, 06:59:01 PM
OHMYGAWD. I love it! Halibabica*i think that's spelt right* you're awesome (:

Also, I know this is random or probably been suggested before, but i think it would be cool of like, you made it all Pokémon and figured out how to make a wider variety of the older Pokémon from like Kanto and whatnot (: Also, It'd be awesome if you could make it like so you can pick up a Pokéball and add it to your inventory like with bombs and ropes :D I hope you keep working on this and making it even better, even though it's already awesome ;D

OH, and thanks for doing all this, it really is awesomeeeeeee ;D


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: halibabica on September 16, 2010, 07:46:19 PM
I'm glad you like it!  And I plan to add all of the original 152 Pokémon, so I'm far from finished here.  Likewise, your request for poke balls as an inventory item is one of many.  Looks like I'll have to make that happen too! *broken roll eyes smiley*


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Sparkle on September 16, 2010, 07:50:36 PM
hehe, thanks (: sorry I couldn't really add any new ideas that seem reasonable... yet ;)


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: marsgreekgod on September 16, 2010, 08:28:14 PM
Idea: Gates of hell spelunkemon.

I'll do it to if he gives me the code when he is done.


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Hardboiled Lobster on September 16, 2010, 10:40:53 PM
I know you said you probably wouldn't change many of the sprites but I was toying with the idea of the Cultists being Team Rocket members. And Olmec being a robot that they made, I'll admit I really only like the first part of my idea but I thought I'd toss it out there.


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: marsgreekgod on September 16, 2010, 10:51:24 PM
I know you said you probably wouldn't change many of the sprites but I was toying with the idea of the Cultists being Team Rocket members. And Olmec being a robot that they made, I'll admit I really only like the first part of my idea but I thought I'd toss it out there.
I think cultists will just be taken out.


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Hardboiled Lobster on September 16, 2010, 11:46:44 PM
I found two glitches related to Drowzee. One where his punch hurt me while I was above him/jumping on him and another where he disintegrated while on a spring.

Image
(http://www.iaza.com/work/100917C/herp57659.png)

He was on the spring furthest away from the spelunker.


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Patrick on September 17, 2010, 01:36:04 AM
legendaries had special levels
Some boss enemies would appear in special levels in place of the Spelunky's regular ones (like Yeti King/Alien Boss) but coming up with a themed level for each one would be tough.  I'll consider it, but no promises.
I was thinking more of levels especially-made, like the minigame rooms, so for example, if you get to Articuno's room, it's always arranged in a specific/similar way, then if you capture it, you don't encounter the room again (or Articuno isn't there), but you can then battle it from the menu.


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: halibabica on September 17, 2010, 04:16:44 AM
you said you probably wouldn't change many of the sprites
Team Rocket in place of cultists?  Tempting, but as mars said, those guys are being removed later.

Drowzee glitches
The first, I think I can fix.  I the second, however, I'm pretty sure what happened was that the spring introduced Drowzee to solid rock and crushed it.

special boss rooms
Y'know, this might work better if I simply used the legendaries in place of Olmec and had the game randomly choose which one you fought at the end.  But they'd only show up if the player started from the beginning without using a shortcut or something.  Hmm...you got me thinking...


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Mr Caveman on September 17, 2010, 05:48:00 AM
You could also do that with the cavemen change them into pokemon trainers who chuck pokeballs at you ( pokemon come out of then to kill you different types for different areas)


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Patrick on September 17, 2010, 05:51:21 AM
Y'know, this might work better if I simply used the legendaries in place of Olmec and had the game randomly choose which one you fought at the end.  But they'd only show up if the player started from the beginning without using a shortcut or something.  Hmm...you got me thinking...
That. Do it NOW. Awesome idea.

Also, they should do different things, cos Zapdos playing 2D breakfloor, and Articuno inside a volcano, don't make sense (unless the volcano is Seafoam Islands).

Oh my...

That give me an idea...

But it belongs in another thread (http://mossmouth.com/forums/index.php?topic=1336.msg40587#msg40587).


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Sparkle on September 17, 2010, 01:36:09 PM
okay, so I read a few random ones, and If you do do the higher level balls, First, I think you should do the the four legendaries as the boss and second you should only be able to catch them with master balls that can only be found in the City Of Gold perhaps?

EDITTTT: and yeah, the idea of one randomly appearing sounds awesome. AND MEW, i forgot mew, and mew should be the most rare to come in contact with ? i dunno, im making it up as i type, i never think first :)


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: hyperme on September 17, 2010, 02:14:11 PM
After you do this could you make one with Gold and Silver Pokemon? :P

But yeah, cool mod.  It almost gives me inspiration to practice pixel art!  Obviously, Mew only appears if you do something crazy, like reaching the City of Gold and doing a thing.  Also, Articuno would be good in the Ice area, and Moltres in the Temple.  But I can't place Zapdos.

Mewtwo gets to replace Olmec if you do a full run.


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Sparkle on September 17, 2010, 04:08:15 PM
NEW IDEAAAAAAAAAAAA, it'd be cool if you had like a remix of some of the pokemon music for red/blue/yellow instead of the normal songy stuff (:


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Patrick on September 17, 2010, 04:29:23 PM
okay, so I read a few random ones, and If you do do the higher level balls, First, I think you should do the the four legendaries as the boss and second you should only be able to catch them with master balls that can only be found in the City Of Gold perhaps?
No, rarely-occurring or shop-only Master Ball is fine.

EDITTTT: and yeah, the idea of one randomly appearing sounds awesome. AND MEW, i forgot mew, and mew should be the most rare to come in contact with ? i dunno, im making it up as i type, i never think first :)
Second rarest, after MissingNo.  ;D


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Sparkle on September 17, 2010, 05:18:02 PM
okay, so I read a few random ones, and If you do do the higher level balls, First, I think you should do the the four legendaries as the boss and second you should only be able to catch them with master balls that can only be found in the City Of Gold perhaps?
No, rarely-occurring or shop-only Master Ball is fine.

EDITTTT: and yeah, the idea of one randomly appearing sounds awesome. AND MEW, i forgot mew, and mew should be the most rare to come in contact with ? i dunno, im making it up as i type, i never think first :)
Second rarest, after MissingNo.  ;D
well it should be at least as expensive as the Ankh ;) and im starting to think other items like potions and whatnots would be cool too (:


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: halibabica on September 17, 2010, 07:44:44 PM
So many ideeeeaaaas!  I don't know where to start anymore! :o

I guess I'll just keep adding in new baddies.  Or, I will when real life stops kicking my butt.  This weekend's gonna be HELL...

After you do this could you make one with Gold and Silver Pokemon?
NO!


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Sparkle on September 17, 2010, 07:55:59 PM
Halibabica I love you (: thanks for being like you know, awesome :D OH, and I love your camels ^-^I've been drawing them a lot cause they're soooooooooooo cute! :D


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: halibabica on September 17, 2010, 08:44:01 PM
I take it you mean the chubby chibi camels from my Spelunky comic.  And thanks, I'm glad you like them so much!

Hey, with any luck, I'll be able to post the next episode tomorrow...


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Sparkle on September 17, 2010, 08:56:08 PM
YES! they're adorable :D an ill have to catch up on X amount of them seeing as I've only gotten around to reading the first one XD but I know, one day, I will read it as diehard-ly as I do Naruto and other random anime/manga stuff :D


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: marsgreekgod on September 17, 2010, 09:55:03 PM
people, please stop asking favors of some one doing us a favor by making this...

and stop giving him ideas he doesn't need. I think taste like proves he knows what he is doing...

On that note, (what the beep is snorlax going to do if not be the final boss)


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Patrick on September 17, 2010, 10:41:18 PM
people, please stop asking favors of some one doing us a favor by making this...

and stop giving him ideas he doesn't need. I think taste like proves he knows what he is doing...

On that note, (what the beep is snorlax going to do if not be the final boss)

Ooh ooh I know, he rolls out of boulder traps, then runs along eating all in his way, before eventually stopping to sleep. Then you use a flute to wake him up...


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Hardboiled Lobster on September 17, 2010, 11:12:39 PM
people, please stop asking favors of some one doing us a favor by making this...

and stop giving him ideas he doesn't need. I think taste like proves he knows what he is doing...

On that note, (what the beep is snorlax going to do if not be the final boss)

I don't understand how anyone is asking for favors (except for hyperme asking for Gold and Silver Pokemon and maybe it just seems that way from the way they worded it.) from him.

And how are any of the ideas unneeded? I'm sure he would do just fine without suggestions but as a community we should be able to voice our ideas and try to contribute since a lot of people either don't have the talents or the time to directly contribute with things like sprites or music or whatever. If halibabica doesn't want people to suggest ideas then that's a completely different story then.

Also that's pretty hypocritical of you saying he doesn't need ideas and then ask about an idea you suggested earlier.

But anyways, I noticed a weird thing with Ekans when it's trapped in a spider web and it's in the "lunging" animation it can ensnare you if you jump on top of it from the front but I noticed you can kill it if you try to jump from the back of it.

Also is it just me or are Digletts kinda hard to hit with a pokeball? it seems to just barely go over it a lot of the time and pokeballs seem to take two tries to catch koffings sometimes. Do they just have more health than other pokemon? will there ever be a way to tell how much health a Pokemon has beyond just trial and error?


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Patrick on September 17, 2010, 11:27:54 PM
will there ever be a way to tell how much health a Pokemon has beyond just trail and error?
Pokedex.  8)


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: hyperme on September 18, 2010, 03:28:10 AM
O man touge sticking  :P doesn't show jokingness anymore!  This is madness. (Follow that  with a meme and I'll despleen you.)


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: halibabica on September 18, 2010, 04:45:07 AM
(http://t0.gstatic.com/images?q=tbn:cqcEwyFy9ECiVM:http://i405.photobucket.com/albums/pp140/Mayo07J/picard-facepalm.jpg&t=1)

No, ideas are fine.  It's hard to keep track of them all, but I do appreciate them!

what the beep is snorlax going to do if not be the final boss
I was actually gonna have him replace Yeti King in the wet fur levels. :o

PokéWoes
Ekans can snare you anytime it's in its jump phase.  I think I can fix it so it returns to normal if it gets stuck in a web or something.

Diglett is really small, and therefore really hard to hit.  I think I may have shortened his hit box more than I meant to.

Koffing has 3 HP, which is kind of a lot.  That's more than most of the common baddies.  Still, if you throw a Poké Ball at normal speed, there's a chance you can catch it in one toss.  Just be careful to time your throw with its sporadic movements.  And y'know what?  Having the Spelunkédex list the enemies' HP is a good idea!


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Bae on September 19, 2010, 01:54:02 AM
Its bugging me that everyone keeps saying 152 pokemon, Although Uncatchable and dead Ghost counts in my opinion :'c

The talk about bosses earlier has got me thinking, let me pour in some ideas.

Voltorbs are often mistaken for pokeballs in the game, do you plan on putting this trait into Spelunkemon? As for attacks I think is should preform a nonlethal explosion, whereas Electrode would have a very lethal explosion and be an annoying enemy to encounter.

You should probably add a Safari Zone level feeling of some sort, it's a good place to put super rare or uncatchable pokemon from red and blue such as lickitung farfetch'd kangaskahn and a higher possibility of chasey appearing

You totally need to make a Snorlax-Olmec for at least a bonus game because that would make us all happy |D

Lapras are super rare but wouldnt belong in a safari zone of any sorts, but being a water pokemon puting it into the ice area would give it nothing to swim in, perhaps you could make a special level feeling for it where its essentially an ice version of the rushing water feeling, where lapras replaces gyrados?

Also research Pokemon snap, it might give you some ideas of what to do with the different areas, theres a cave like the ice levels, a river like the lush levels, a few areas like the cave, but not much like the temple unless you wanna reskin it into a power plant (unlikely lol) it also might give you an idea or two for how the pokemon behave (especially mew)

The five prehistoric pokemon seem like they would be out of place in regular levels, prehaps cave or jungle level feelings for them?

I dont know how this would fit in with the sceptre thing but making the mummy into a magmar, charizard, or other big fire spitter would work well (maybe a dragonite with dragonbreath) as they have good attacks to mirror the fly spit

For bosses I think Beating them should register them as caught, its just more fair that way

For mew Id say making it appear as the boss only after getting to the COD and progressing to the final stage is the right thing to do

For Articuno, moltres, zapdos, and mewtwo, I think what I would do is determine an order in which they appear, then have them appear at the end every time until you beat them, then the boss changes to the next in the line, after beating mewtwo (or otherwise the fourth unique boss) the game will randomly decide which of the four to send at you

What think O Lord of Spelunky Modding

oh wait
i forgot porygon
also maybe have one pokemon represent each of the original spelunky enemies? (like Bat/Zubat or the bellsprout line representing mantraps)


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Patrick on September 19, 2010, 03:03:20 AM
I've suggested making more kinds of levels, simply because it means less congestion and more awesome, but Hali isn't keen on it (fair enough, it's his mod). I just think that not all pokemon are suited to the already available level types.

Take Water types for example. Are you really going to keep them in Rushing Water levels? It'd be very frustrating trying to catch them. That's why I propose at least two more level templates: Ocean and Power Plant. That way you can
a) Distribute Pokemon more evenly, and
b) Have more fitting homes for Pokemon

Unfortunately it's a lot of work, so yeah, up to you.


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Bae on September 19, 2010, 04:55:56 AM
Not entirely a bad idea, then each area that pokemon appear in the games is represented (theres only ever Grass Cave Water Mountain and Urban)

Since adding two areas lengthens the game it should probably be made that each area only has three levels (therefore a total of 19 levels, since the COG cant appear if the boss takes up a level like in vanilla, also i jusr remembered Ive been using the wrong acronym for City Of Gold, please pretend any time ive used COD it stood for city of derp)

of course, I do realize thats an incredibly annoying amount of work for Hali though, if the rest of us did the work (graphics, traps, misc) would you be willing to put it in?


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: halibabica on September 19, 2010, 03:37:27 PM
That is a veritable mountain of suggestions.

As Patrick said, I have no intention of adding more areas to the game.  I divided all the Pokémon I plan to add into the existing four areas, and trust me, it works out quite well.  Also, we keep saying 152 because that's the original 151 + MissingNo., so don't get bent out of shape about it.

I have an answer for many of the things you've suggested, but I gave up quote-by-quoting here about a page of replies ago.  So you'll just have to trust me. ;) Your suggestions are being heeded!


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: ipwnu1337 on September 19, 2010, 05:40:07 PM
This seems to be moving on rather smoothly.

An idea:  Add pokeballs as an extra inventory item, like bombs and ropes, and allow bunches of them to be purchased in shops. 

To be honest, I haven't really played this mod that much, so I'm hoping that my suggestion isn't unreasonable =\.


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Sparkle on September 19, 2010, 06:13:53 PM
DO YOU KNOW HOW TO MAKE IT SO EVERY POKEBALL DOESN'T ALWAYS WORK? LIKE IN THE GAME WHERE YOU HAVE TO USE LIKE 1000 ON A LEGENDARY IF YOU'RE LIKE ME AND ONLY EVER USE POKEBALLS-LUXARY BALLS-PREMIER BALLS?


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: ipwnu1337 on September 19, 2010, 07:24:18 PM
Quit the caps.

The pokeballs only work if it deals the finishing blow.  It's like in the game, if the animal is weaker, it is more likely to be captured.

Here, it has to capture it or it'll kill it.

It can't be exact.


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: halibabica on September 19, 2010, 07:33:21 PM
What 1337 said.  I could make it so there's a chance they fail anyway, but that seems a little bogus.  I'll figure something out to make bosses harder to catch.


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Sparkle on September 19, 2010, 09:05:48 PM
sorry, i was excited because...i forgot why. ._.

and i mean like, if it does the final blow, does it ALWAYS work? ...Wow, i should read things more often because that answered my question. forget i said that^ im just to lazy to press backspace.

but mkay, thanks halibabica. because it seemed like it would be too easy if the capture always worked when it did the final hit


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Patrick on September 20, 2010, 12:36:12 AM
As Patrick said, I have no intention of adding more areas to the game.  I divided all the Pokémon I plan to add into the existing four areas, and trust me, it works out quite well.
Ok, but please don't have all Water-types only obtainable in Rushing Water.


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Wonkyth on September 27, 2010, 05:37:16 AM
Only a few water types are actually fish, so that's not too much of a problem.


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: halibabica on September 27, 2010, 11:39:06 AM
A bunch of the water types will end up in the ice caves, actually.  There are a handful that don't look completely out of place on land, and some can even fly around...somehow.  Like Shellder in Pokémon Snap!


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Sparkle on September 29, 2010, 07:37:35 PM
A bunch of the water types will end up in the ice caves, actually.  There are a handful that don't look completely out of place on land, and some can even fly around...somehow.  Like Shellder in Pokémon Snap!
I love how you worded that, I laughed really hard ;D  Probably because I haven't slept in ages. Anyways, I really have nothing to do here right now, I'll make an Edit if I think of something to contribute, after sleep xD


Title: Re: Spelunkémon (Kingler and Golbat added!)
Post by: Patrick on October 05, 2010, 07:14:56 PM
There are a handful that don't look completely out of place on land, and some can even fly around...somehow.  Like Shellder in Pokémon Snap!
Or Geodude in the anime!


Title: Re: Spelunkémon 1.2!
Post by: halibabica on October 30, 2010, 12:15:31 PM
Sorry, it's not really finished!  It just has all the Spelunky 1.2 bugs fixed in it!  It also has Poké Balls as proper inventory items!

Please let me know of any bugs you find! ;)


Title: Re: Spelunkémon 1.2!
Post by: Patrick on October 30, 2010, 02:26:06 PM
http://gyazo.com/c72e11be5f4e1269e0d1f107ee9c1b52.png


Title: Re: Spelunkémon 1.2!
Post by: halibabica on October 30, 2010, 04:02:59 PM
Fixed!  And some other stuff, too!


Title: Re: Spelunkémon 1.2!
Post by: Sparkle on October 30, 2010, 04:06:35 PM
<3 YAY HALIBABICA. THANKS:D


Title: Re: Spelunkémon 1.2!
Post by: Patrick on October 30, 2010, 04:23:54 PM
Hali, do you think it's time for a legendary appearance? Maybe, idk, Mew floating around in the City of Gold?


Title: Re: Spelunkémon 1.2!
Post by: halibabica on October 30, 2010, 04:43:17 PM
No, not yet...next Pokémon I'm adding are [SECRET] and [SECRET] to [SECRET PLACES].  So you have something to look forward to!


Title: Re: Spelunkémon 1.2!
Post by: DialFforFunky on October 31, 2010, 02:01:52 PM
Spelunkemon update = happy time!  :D

Bug found: sticky bombs doesn't show in top of screen.

The new changes to the snake-poké are great! As are the inventory-pokéballs! great! Once again, you are doing an awesome job.

also, some things which could be changes, but which I'm not sure of:
- catterprie sticks to his own webs (which I think is kind of cute, certainly not bad)
- the great crushing head only spawns old enemie


F


Title: Re: Spelunkémon 1.2!
Post by: halibabica on October 31, 2010, 03:33:47 PM
Bug found: sticky bombs doesn't show in top of screen.
Hmm...I know why that is.  Easy fix.

- catterprie sticks to his own webs (which I think is kind of cute, certainly not bad)
Hahaha, oops!  That's easy to fix, too!

- the great crushing head only spawns old enemie
Yeah, Olmec's days are numbered, so this won't be an issue for long.


Title: Re: Spelunkémon 1.2!
Post by: Patrick on October 31, 2010, 11:35:42 PM
Olmec's days are numbered, so this won't be an issue for long.
Please tell us you'll use Olmec's gimmick (breaking the floor) for a pokemon.

Maybe Snorlax?


Title: Re: Spelunkémon 1.2!
Post by: marsgreekgod on November 01, 2010, 12:07:20 AM
Olmec's days are numbered, so this won't be an issue for long.
Please tell us you'll use Olmec's gimmick (breaking the floor) for a pokemon.

Maybe Snorlax?
You have no clue how many times I said snorlax.


Title: Re: Spelunkémon 1.2!
Post by: Patrick on November 01, 2010, 12:13:49 AM
Olmec's days are numbered, so this won't be an issue for long.
Please tell us you'll use Olmec's gimmick (breaking the floor) for a pokemon.

Maybe Snorlax?
You have no clue how many times I said snorlax.
Yeah, I do.  :D
I'm sure Hali will see some sense in it.

Also, can't wait till the Spelunkedex is finished.


Title: Re: Spelunkémon 1.2!
Post by: halibabica on November 01, 2010, 04:28:52 AM
Snorlax?
You have no clue how many times I said snorlax.
We've been over this before.  The answer remains the same!

I'm sure Hali will see some sense in it.
Your certainty is misplaced.  We're getting four final bosses to replace Olmec, and none of them are going down Super Mario Bros. 3 style!  And if you want to know which ones, I'm sure we mentioned them SOMEWHERE in this thread.

Really, I'm too kind to you folks.


Title: Re: Spelunkémon 1.2!
Post by: Patrick on November 01, 2010, 05:29:12 AM
Really, I'm too kind to you folks.
You're right. Thanks for what you've done so far. I was only kidding about "Hali will definitely put Snorlax as Olmec".


Title: Re: Spelunkémon 1.2!
Post by: marsgreekgod on November 01, 2010, 07:57:35 AM
Snorlax?
You have no clue how many times I said snorlax.
We've been over this before.  The answer remains the same!
That.. was my point?

I'm sure Hali will see some sense in it.
Your certainty is misplaced.  We're getting four final bosses to replace Olmec, and none of them are going down Super Mario Bros. 3 style!  And if you want to know which ones, I'm sure we mentioned them SOMEWHERE in this thread.

Really, I'm too kind to you folks.
Epic


Title: Re: Spelunkémon 1.2!
Post by: Bae on November 01, 2010, 03:36:40 PM
So what ARE we going to see Snorlax do?


Title: Re: Spelunkémon 1.2!
Post by: halibabica on November 01, 2010, 04:04:24 PM
So what ARE we going to see Snorlax do?
Replace Yeti King and generally make your life miserable. :P


Title: Re: Spelunkémon 1.2!
Post by: Bae on November 01, 2010, 05:39:51 PM
does he at least get rest or some form of jumping attack


Title: Re: Spelunkémon 1.2!
Post by: Patrick on November 01, 2010, 11:24:39 PM
does he at least get rest or some form of jumping attack
inb4 need Pokeflute to move him.


Title: Re: Spelunkémon 1.2!
Post by: Sparkle on November 02, 2010, 05:51:54 PM
O: What are normal Yeti's then?


Title: Re: Spelunkémon 1.2!
Post by: Bae on November 03, 2010, 01:50:33 PM
I would guess something that learns seismic toss


Title: Re: Spelunkémon 1.2!
Post by: halibabica on November 03, 2010, 06:00:02 PM
O: What are normal Yeti's then?
Going extinct.  They all get eaten by, uh...Clefairies.


Title: Re: Spelunkémon 1.2!
Post by: DialFforFunky on November 03, 2010, 06:03:10 PM
does he at least get rest or some form of jumping attack
inb4 need Pokeflute to move him.

actually, that could be pretty cool. The flute could be the alternative to the ankh, and snorlax an alternative to the stone head statue. somehow. yet I can't really connect the details from that point onwards...
I'm really looking forward to this mod and finding snorlax though. good luck with making it all work!


F


Title: Re: Spelunkémon 1.2!
Post by: Patrick on November 04, 2010, 02:42:46 AM
does he at least get rest or some form of jumping attack
inb4 need Pokeflute to move him.
The flute could be the alternative to the ankh, and snorlax an alternative to the stone head statue. somehow. yet I can't really connect the details from that point onwards...
Problem is, you need to be able to capture him, too. He could do something like the Boulder trap, but use "rollout" indefinitely, I guess... but that would make capturing him incredibly frustrating in Area 3, with its open floor.


Title: Re: Spelunkémon 1.2!
Post by: Bae on November 04, 2010, 03:40:11 AM
I like how were still making suggestions for things Hali's already got planned

.o. suddenly i am randomly eager for him to replace the normal ghost with the pokemon tower one


Title: Re: Spelunkémon 1.2!
Post by: Patrick on November 04, 2010, 03:44:22 AM
I like how were still making suggestions for things Hali's already got planned

.o. suddenly i am randomly eager for him to replace the normal ghost with the pokemon tower one
So true... it's difficult to know what to want next, cos there's so much potential in this mod.


Title: Re: Spelunkémon 1.2!
Post by: Charey on November 08, 2010, 12:23:04 AM
(http://img602.imageshack.us/img602/9225/epicfail.png)
...that happened...


Title: Re: Spelunkémon 1.2!
Post by: halibabica on November 08, 2010, 12:33:07 PM
Gotta watch out for those Metapods!  They're a wily bunch...even when they're hanging perfectly still. :o


Title: Re: Spelunkémon 1.2!
Post by: Charey on November 08, 2010, 11:30:44 PM
Found a bug.
(http://img29.imageshack.us/img29/7908/epicfailz.png)
Hitting ignore made it go away. Happened when I died to the big alien. Abra was not added the the spelunkedex. Never saw an Abra.

One unrelated suggestion is to include the pokemon battle crys from the games. Or would that get annoying with how often you see them.


Title: Re: Spelunkémon 1.2!
Post by: Patrick on November 08, 2010, 11:39:46 PM
One unrelated suggestion is to include the pokemon battle crys from the games. Or would that get annoying with how often you see them.
It'd probably get annoying for Halibabica to make, too, cos it's already a lot of Pokemon.

Plus, are battle cries the best you can come up with?  ;D


Title: Re: Spelunkémon 1.2!
Post by: halibabica on November 09, 2010, 05:10:45 PM
Adding the Pokémon's distinctive cries would be a pain in the butt.  First, I'd have to dig them up somewhere online, then I'd have to go through the tedious process of adding them all to Spelunky.  Plus, I don't know where they could be used without being, as you said, really really annoying.

So, yeah, won't be doing that.  But thanks for the idea and bug report!


Title: Re: Spelunkémon 1.2!
Post by: Bae on November 10, 2010, 05:41:14 PM
while i dont really care if you add it or not i feel the need to argue over the actual cons of that idea

you know just for funsies

finding the cries shouldnt be too hard, theres a partner site to Spriter's Resource that had sound fx if im not mistaken and im sure they have the red and blue sounds

their actual use in the game might not be all that bad either, in the recent games (recent being since at least gen 3) you can hear faint pokemon cries in the wild when youre not battling, its a neat ambient effect and tells you which pokemon you can find there

now i definitely wont argue that adding all 151 cries plus whatever ungodly sounds ghost and missingno. make would be tedious and probably not worth it, but the other two issues dont seem too bad to me

if you want to experiment with this idea i can go grab you a cry or two and let you test how it works out, but if not then no biggie  ;)


Title: Re: Spelunkémon 1.2!
Post by: Patrick on November 11, 2010, 02:02:11 AM
while i dont really care if you add it or not i feel the need to argue over the actual cons of that idea

you know just for funsies

finding the cries shouldnt be too hard, theres a partner site to Spriter's Resource that had sound fx if im not mistaken and im sure they have the red and blue sounds

their actual use in the game might not be all that bad either, in the recent games (recent being since at least gen 3) you can hear faint pokemon cries in the wild when youre not battling, its a neat ambient effect and tells you which pokemon you can find there

now i definitely wont argue that adding all 151 cries plus whatever ungodly sounds ghost and missingno. make would be tedious and probably not worth it, but the other two issues dont seem too bad to me

if you want to experiment with this idea i can go grab you a cry or two and let you test how it works out, but if not then no biggie  ;)
Well, if the task weren't tedious, he could make the cries play when you inspect Pokemon in the upcoming Spelunkedex, giving them a fitting place to be heard. But that's not really necessary.


Title: Re: Spelunkémon 1.2!
Post by: Wonkyth on November 14, 2010, 06:45:16 AM
Of course, some OCD person could always go back and add them later, since it hardly requires much expertise.


Title: Re: Spelunkémon 1.2!
Post by: Known & Unknown on November 14, 2010, 07:55:47 PM
Norton is saying the program can't be trusted, so it won't open!

F*** you, Norton!


Title: Re: Spelunkémon 1.2!
Post by: Bae on November 14, 2010, 09:34:03 PM
Norton is useless, get Malware-Bytes and Spybot

Seriously Norton is about as protective as wearing a plastic bag and calling it a bullet proof vest


Title: Re: Spelunkémon 1.2!
Post by: Patrick on November 15, 2010, 03:29:20 AM
Norton is useless, get Malware-Bytes and Spybot

Seriously Norton is about as protective as wearing a plastic bag and calling it a bullet proof vest
Also, good luck getting rid of it from your system.


Title: Re: Spelunkémon 1.2!
Post by: grieck on November 15, 2010, 06:52:36 PM
Antivir used to be good, Avast worked pretty well.


Title: Re: Spelunkémon 1.2!
Post by: Bae on November 18, 2010, 12:47:02 AM
Also, good luck getting rid of it from your system.

Theres this thing
Called add or remove programs
and if that doesnt work
super magnet to hard drive GO


Title: Re: Spelunkémon 1.2!
Post by: Patrick on November 18, 2010, 01:45:52 AM
Also, good luck getting rid of it from your system.
super magnet to hard drive GO
Yep.

Fortunately, the crapware version of Norton is easier to remove.


Title: Re: Spelunkémon 1.2!
Post by: animalbrad on November 24, 2010, 09:45:38 AM
-Grumbles about gamepad while recovering his spelunky folder-

You can still use the gamepad by using Joypad mapper like JoyToKey. Just be sure to turn "Use GamePad" off in Spelunky Config.

As a neat thing i noticed, if you carry a pokeball to the exit door and enter, the ball is added back to your inventory. Though I think this happened with ropes and unactive bombs on normal spelunky, so...


Title: Re: Spelunkémon 1.2!
Post by: Known & Unknown on November 26, 2010, 03:55:18 PM
I got Norton to ignore it finally, and I have to say this is a great mod!

It would be AWESOME if there was a way to send out the pokemon and control them, and gain their abilities temporarily (Koffing = Jetpack, Abra = Scepter, and Caterpie = Ninja Suit etc.)

Having a "Most pokemon caught" highscore tracker would be nice, as would pokedex entries on each pokemon via the main menu.


PS: sorry for derailing the thread with the Norton problem!


Title: Re: Spelunkémon 1.2!
Post by: Patrick on November 26, 2010, 05:47:59 PM
It would be AWESOME if there was a way to send out the pokemon and control them, and gain their abilities temporarily (Koffing = Jetpack, Abra = Scepter, and Caterpie = Ninja Suit etc.)

Abilities for 152 Pokemon?

I think unlockable HMs would be better. 8 abilities are probably MUCH easier. :D


Title: Re: Spelunkémon 1.2!
Post by: Known & Unknown on November 26, 2010, 09:04:34 PM
Well, muiltiple.... (pointless)

You are right.

That wouldn't work...


Title: Re: Spelunkémon 1.2!
Post by: Patrick on December 03, 2010, 03:00:19 PM
I tried for ages and ages to catch Chansey, but could never find any, or died because of other stuff nearby. Today, I caught like, 3 in ten minutes.

I only need to capture kingler now, but I never get a rushing water level. *rage*


Title: Re: Spelunkémon 1.2!
Post by: halibabica on December 03, 2010, 06:42:39 PM
Chansey...I caught like, 3 in ten minutes.

L-l-lucky!

And no, I haven't forgotten about this thing.  A ridiculous amount of stuff is up right now.  There are so many irons in the fire that the furnace is overheating and the entire fire department is on standby.

So you'll have to be patient longer!!! D:


Title: Re: Spelunkémon 1.2!
Post by: Patrick on December 03, 2010, 06:53:21 PM
Chansey...I caught like, 3 in ten minutes.

L-l-lucky!

And no, I haven't forgotten about this thing.  A ridiculous amount of stuff is up right now.  There are so many irons in the fire that the furnace is overheating and the entire fire department is on standby.

So you'll have to be patient longer!!! D:
Great. Can you just check something for me?

I have a feeling that it's not possible to get rushing water levels. I say this after trying many times and getting plenty of Restless Deads.

EDIT: Actually, I just tried with Spelunky 1.1 and 1.2, seems it's just really rare (or more so than I remember).


Title: Re: Spelunkémon 1.2!
Post by: Wonkyth on December 04, 2010, 08:31:03 AM
Unless something has changed in a newer version of Spelunkémon, then it's still possible enough, since I got a rushing water levels, and hence a few Kinglers, in an earlier version.


Title: Re: Spelunkémon 1.2!
Post by: Patrick on December 04, 2010, 02:09:49 PM
Unless something has changed in a newer version of Spelunkémon, then it's still possible enough, since I got a rushing water levels, and hence a few Kinglers, in an earlier version.
Heh, I'll trade you a Chansey for one.  ;)


Title: Re: Spelunkémon 1.2!
Post by: Wonkyth on December 04, 2010, 05:00:33 PM
Got(had) tons, thanks!  :P


Title: Re: Spelunkémon 1.2!
Post by: halibabica on December 04, 2010, 05:30:53 PM
The odds are 1/10 for any jungle level having rushing water.  There's a bug in regular Spelunky that prevents the first jungle level from having rushing water if you take the level 5 shortcut; I can't remember if I fixed it in this version of Spelunkémon or not.

Anyway, you're just really unlucky, it seems.  Spam dem jungles, it'll turn up eventually!


Title: Re: Spelunkémon 1.2!
Post by: Patrick on December 04, 2010, 08:57:47 PM
There's a bug in regular Spelunky that prevents the first jungle level from having rushing water if you take the level 5 shortcut; I can't remember if I fixed it in this version of Spelunkémon or not.
FFFFFFFFFFFFUUUUUUUUUUUUUUUUU-


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: halibabica on December 14, 2010, 12:22:42 PM
Update!  Added Arbok and Cloyster to the caves and ice caves respectively.  They're both uncommon, so you won't find them all the time.

I also fixed it so even the first jungle level from a shortcut could have rushing water.  Have fun with the new foes!


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: DialFforFunky on December 14, 2010, 02:31:06 PM
NEW UPDATE!!! YEAH!!!

also: I'm happy about this.


F


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Sparkle on December 14, 2010, 04:16:11 PM
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH PSYCHED.

*yells at my mom to get my new harddrive*


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Daedalus40 on December 19, 2010, 08:17:57 PM
I like this, but now it is coming to the point where having the Spelunky default enemies is awkward. They can easily be replaced with the other Pokemon anyways.

Snake - Ekans
Bat - Zubat
Spider - Spinarak
Frog - Poliwag?
Caveman - Machoke?


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: halibabica on December 19, 2010, 08:44:17 PM
Eventually, Spelunky's regular enemies won't even be present. They aren't getting directly replaced (every Pokemon will be unique), but once there's enough variety in each area, the usual foes of Spelunky will be removed.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Sparkle on December 20, 2010, 08:32:04 PM
Yeah, and also, Spinarak (or however you spell it) is 2nd gen. he's decided on 1st gen only. (gives Hali a hug for that decision)

p.s. (just 5 more days until i can play this <3 [hopefully])


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Bae on December 22, 2010, 06:38:22 PM
props to devon for even remembering that

reminds me of the pikachu mod thats on the forums somewhere, spiders were spinirak and ariados, which is fine, but the bats were friken mantyke

that doesnt even make sense


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: grieck on December 23, 2010, 04:12:47 AM
Mantyke was Water/Flying.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Sparkle on December 23, 2010, 07:47:59 PM
but like gyrados, they failed to comply with the flying outside of water part :x

and yay, Bae. ;D and yeah, i dunno what to do for spiders now that I think about it. maybe just have a few similar to it in actions, but none that are really just the spiders. sort of like the ekans and snake, since ekans flies shit at your face fang first. (I think, not sure, obviously, haven't played in a bit)


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Bae on December 23, 2010, 08:12:31 PM
I know that mantyke is flying, pretty sure it cant actually fly though, besides theres tons of better choices for the bat of the game, why they would choose a manta ray to inhabit a cave is beyond me

and im not sure we really need to worry about spider replacements, think about what hali did with caterpie and metapod, IIRC they both stick to ceilings like spiders but are completely different otherwise. i expect to see some cool new enemies


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: grieck on December 25, 2010, 03:09:36 PM
Not fly, but I think I recall it going through the air as if gliding.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Bae on December 27, 2010, 02:45:21 AM
Yes

but

manta rays

in a cave

do you not see why this is wrong?


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Wonkyth on December 27, 2010, 04:10:04 AM
Manta rays

In first gen

Do you not see why this is wrong?


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: grieck on December 27, 2010, 03:59:12 PM
Every type of Pokemon

In a cave

Do you not see why this is wrong?


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Bae on December 27, 2010, 06:26:23 PM
I started a fad

in this thread

Do you not see why this is wrong?

But honestly, there's a lot of pokemon that fit fine in caves, one that swims should not be in a dry dirt place


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: marsgreekgod on December 30, 2010, 09:06:58 PM
Every type of Pokemon

In a cave

Do you not see why this is wrong?

men living in a cave

with no food

do you not see why this is wrong?

(spunky doesn't make sense)


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Daedalus40 on January 06, 2011, 09:15:38 PM
Problem:

(http://i143.photobucket.com/albums/r156/Daedalus40/Untitled.jpg)

Continuous loop, game ended after this.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: halibabica on January 07, 2011, 05:28:10 AM
Whoooooooooops.  Thought I fixed all those things.  I need to drop the 'l' out of 'KinglAtk'.  I'll do it for the next update.

Whenever that is.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Sparkle on January 15, 2011, 10:16:06 PM
Spelunky Doesn't have to make sense.
and Hali, two questions:
     1. when do you suppose the next update may arrive? :3
     2. how long would it generally take you to create and completely code for one character if you did it all in one sitting?


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: halibabica on January 16, 2011, 06:16:52 AM
1. Next update?  NEXT UPDATE?!  I'm supposed to UPDATE this thing?!

...really, I have no idea.  I'm still getting used to working full time.  Hobbies suffer!

2. I assume by 'character' you mean each different Pokémon.  And it varies.  I have to do all the sprites myself, and some are more complex than others (Kingler has more than twice as many animations as, say, Clefairy).  Actually making them work in-game depends on how similar or different they are to an existing Spelunky foe.  I usually copy something close to what I'm making and tweak things until they're what I had in mind.  I'd say the process is usually about 3-4 hours.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Patrick on January 16, 2011, 04:08:26 PM
Whoooooooooops.  Thought I fixed all those things.  I need to drop the 'l' out of 'KinglAtk'.  I'll do it for the next update.

Whenever that is.
FFFFFFUUUUUU-

I finally found a Kingler and was capturing it when that bug happened.

FIX. IT. NOW. please. ;)

EDIT:

(http://img249.imageshack.us/img249/8941/caterpiebug.jpg)


i warned u about caterpys bro
how HIGH would you even have to BE just to CRAWL sunwear like that


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: halibabica on January 24, 2011, 06:24:10 PM
I don't know why that happens.  Sometimes I see Zombies out there in regular Spelunky, so...

Anyway, I added another 'mon this week, but I won't update until the next one's in, too.  So you'll just have to wait!  If you're really dead set on catching Kingler, try to avoid attacking him from close range.  The glitch is caused by his attack animation, and he won't attack if you aren't close enough.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Patrick on January 24, 2011, 06:32:49 PM
Anyway, I added another 'mon this week, but I won't update until the next one's in, too.  So you'll just have to wait!

Can you give us a hint to what it is? Maybe a silhouette (http://archives.bulbagarden.net/media/upload/thumb/e/e8/Whos_That_Pokemon.png/180px-Whos_That_Pokemon.png)?


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: halibabica on January 24, 2011, 06:46:26 PM
WHO'S THAT POKEMON?!
(http://img577.imageshack.us/img577/6995/who.png)

It killed me after I took this shot... ;A;


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Patrick on January 24, 2011, 06:56:04 PM
WHO'S THAT POKEMON?!
(http://img577.imageshack.us/img577/6995/who.png)

It killed me after I took this shot... ;A;
Vulpix/ninetales?


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: halibabica on January 24, 2011, 07:02:26 PM
How am I supposed to know; it's not released yet! :o


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Patrick on January 24, 2011, 07:43:53 PM
Hey, interesting bug, I don't have a screenshot of it but I'll try to recreate it.

Basically, I caught two pokemon with one ball, by throwing one at a bulbasaur and a doduo when they were in the same spot. It was like this:

BXB
BBB

X= the bulbasaur and doduo

The message was "You captured bulbasaur!"

Both were confirmed captured by checking my loot at the end of the level.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: halibabica on January 25, 2011, 03:12:40 PM
Strange.  I'm not sure there's any way to stop a simultaneous catch...though the circumstances under which it could occur are quite rare.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Patrick on January 26, 2011, 12:19:42 AM
I caught Kingler! FINALLY!

On the previous attempt, I carefully killed all nearby bats/frogs/etc without triggering Kingler's buggy attack, then did the cycle of throw ball, run and get it while he's stunned, retreat, repeat. Unfortunately, the ghost got me (http://img137.imageshack.us/img137/2364/ffffuuuu.jpg).


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Bae on January 31, 2011, 06:45:58 PM
WHO'S THAT POKEMON?!
(http://img577.imageshack.us/img577/6995/who.png)

It killed me after I took this shot... ;A;
Vulpix/ninetales?

Looks like Squirrelmon


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Wonkyth on February 01, 2011, 06:01:07 AM
More likely a growlithe.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Patrick on February 01, 2011, 11:48:11 PM
More likely a growlithe.
Oh wow, why did I not even think of that? That's prolly right.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: halibabica on February 02, 2011, 10:05:57 PM
That's prolly right.
WRONG!  None of you have guessed correctly so far!  Mwahaha!


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Patrick on February 03, 2011, 02:20:53 AM
That's prolly right.
WRONG!  None of you have guessed correctly so far!  Mwahaha!
Grimer/Muk?


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: halibabica on February 03, 2011, 05:21:48 AM
Nope!  Still not there!


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Patrick on February 03, 2011, 11:15:27 PM
Kadabra/Alakazam?

Boy, this game is fun!


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Wonkyth on February 04, 2011, 02:06:34 AM
Yeah, it has an Abra's tail, but it has the wrong pose for Kadabra or Alakazam.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Patrick on February 04, 2011, 02:53:42 AM
Yeah, it has an Abra's tail, but it has the wrong pose for Kadabra or Alakazam.
Maybe it's slouched?


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: halibabica on February 04, 2011, 06:02:19 AM
Still wrong~  8)


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Patrick on February 04, 2011, 06:47:52 AM
Dratini/dragonair?


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: halibabica on February 04, 2011, 09:01:44 AM
Not even close!


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Patrick on February 04, 2011, 03:40:55 PM
Meowth/Persian?


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: halibabica on February 04, 2011, 04:34:01 PM
Wrong/wrong!


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: TyrOvC on February 04, 2011, 05:24:14 PM
Eevee or one of its many evolutions?


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Patrick on February 04, 2011, 05:54:12 PM
WHO'S THAT POKEMON?!
(http://img577.imageshack.us/img577/6995/who.png)
Yeah, might be flareon!


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: halibabica on February 04, 2011, 06:09:37 PM
Good guesses, but no!


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Patrick on February 04, 2011, 06:49:47 PM
Cubone/Marowak?

Tauros?

Mankey/Primeape?


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: halibabica on February 04, 2011, 10:01:45 PM
No no no no no.

I'll give you a hint.  You guys were very close before, but it still hasn't been mentioned specifically in this thread.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Patrick on February 04, 2011, 10:22:42 PM
*Sigh.*

It's not Arcanine, is it?


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: halibabica on February 05, 2011, 09:09:44 PM
(http://img220.imageshack.us/img220/3091/arcaninem.png)
It sure as hell ain't Entei!


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Patrick on February 11, 2011, 08:49:32 PM
Oh god you know what I realized?

Gravestones have Ash's name on them.

 :o


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Sparkle on February 11, 2011, 09:08:32 PM
nahh, i'd say that's a growlithe. i think arcanine should be a bit bigger :3 i meant they're 4 times the size of humans after all. so maybe like 4 16x16's(if you have to use whole 16x16 blocks when making sprites and stuff)  but only make him like 20 up and like 25 across


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: halibabica on February 11, 2011, 09:50:11 PM
they're 4 times the size of humans after all
Um, I beg to differ (http://www.serebii.net/pokedex-dp/059.shtml).  They're 6 foot 3 and just under 350 pounds.  For Spelunky, this size is appropriate.  And it's not like I'm even trying to make them all to scale.  Caterpie and Abra are both really huge compared to what they "should" be, as are others.

Gravestones have Ash's name on them.
Heck yeah they do!  Maybe I should bury some Poké Balls in those suckers instead of shotty.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Patrick on February 11, 2011, 10:38:43 PM
Gravestones have Ash's name on them.
Heck yeah they do!  Maybe I should bury some Poké Balls in those suckers instead of shotty.
Don't you think it should be something cooler than some Poke balls? How about a super rare Pokemon, or a Master Ball or something?


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Sparkle on February 11, 2011, 11:11:02 PM
well, i dunno, i remember a huge arcanine compared to the someone in the anime ages agoo


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: halibabica on February 12, 2011, 06:41:18 AM
Don't you think it should be something cooler than some Poke balls? How about a super rare Pokemon, or a Master Ball or something?
If Ash weren't the worst Pokémon Trainer that ever lived, I might put in something cool like that.  Though putting the Master Ball in there does sound like a good idea.  That may be what I end up doing after all...


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Bae on February 12, 2011, 09:52:55 AM
I request you change the grave to "red"

from zero to hero yea boi

plus it seems like youre going more by game lore anyway what with the height data, and ash has only ever been in a single pokemon game


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Sparkle on February 12, 2011, 03:28:35 PM
no, ash was in green, yellow, red, blue, firered, leafgreen, silver, gold, crystal, heartgold, and soulsilver, all as red. so yeah.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Patrick on February 12, 2011, 04:06:14 PM
I request you change the grave to "red"
Red would never die. He's still training at Mt Silver. Ash is so stupid he'd probably walk under his own Snorlax.

Plus, the "ash" gravestone is such a classic Spelunky feature.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Bae on February 13, 2011, 08:36:53 AM
@Devon
Ash was in yellow. That's it. Red was in everything else.

@Patrick
but wouldnt it make sense as to why youd find a shotgun quality item in the grave?


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: hyperme on February 13, 2011, 09:26:16 AM
Don't you think it should be something cooler than some Poke balls? How about a super rare Pokemon, or a Master Ball or something?
If Ash weren't the worst Pokémon Trainer that ever lived, I might put in something cool like that.
I'd say something about this, but that would mean admitting to watching the Pokemon anime.  And admitting to finding it not an abomination that must die of death.  But yeah, Ash is fairly competant when doing Pokemon things.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Patrick on February 14, 2011, 12:44:25 AM
Ash is fairly competant when doing Pokemon things.
He cheats, every time. He doesn't even rightfully earn the first 2 Kanto badges.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: hyperme on February 14, 2011, 10:12:18 AM
Ash is fairly competant when doing Pokemon things.
He cheats, every time. He doesn't even rightfully earn the first 2 Kanto badges.
Gible eating Shadow Fisyt then Draco Metoring a Dusknoir totally makes up for how the animie works differently from the games.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Patrick on February 14, 2011, 11:02:43 PM
Ash is fairly competant when doing Pokemon things.
He cheats, every time. He doesn't even rightfully earn the first 2 Kanto badges.
Gible eating Shadow Fisyt then Draco Metoring a Dusknoir totally makes up for how the animie works differently from the games.
WHAT
Well I don't think anything can redeem Pikachu frying a Geodude (ground-type) with thundershock (electric move).


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: halibabica on February 15, 2011, 05:09:19 AM
I thought it fried his Onix, too. Or maybe Squirtle was involved.

This whole conversation is incredibly nerdy.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Patrick on February 15, 2011, 11:33:50 PM
I thought it fried his Onix, too. Or maybe Squirtle was involved.
Ah, the masterpiece of that episode's battle.

What he did was he got Pikachu to zap the ceiling or something, which turned on the emergency sprinklers. Then Pikachu fries the Onix like it did the Geodude.

As we all know, in the presence of water, a ground-type becomes vulnerable to electric-type attacks.

(I could also criticise the incident where a Sandshrew hits Ash's Butterfree with Dig, but it's too much trouble.)


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Wonkyth on February 18, 2011, 06:47:08 PM
You guys had better not be dissing my nostalgia.  >:(


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Keilden on February 21, 2011, 04:23:48 AM
Also sometime none-damage moves knocks pokemons out.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: halibabica on February 21, 2011, 05:14:33 AM
*recalls the time Pinsir broke its pincers on a hardened Metapod and lost


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Bae on February 21, 2011, 10:34:26 PM
I feel I should almost get Jasmin in on this conversation

Her being the person who criticized me for not knowing where every invisible item in mount moon was

Her Nerd Skills > Yours


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Patrick on February 21, 2011, 11:19:47 PM
In Soviet Pokemon Anime, agility = quick attack!


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Wonkyth on February 22, 2011, 11:30:50 PM
Her Nerd Skills > Yours
Hey, I recently finished playing Red version in spanish, and I have no inkling of the language.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Patrick on February 23, 2011, 12:54:43 AM
Her Nerd Skills > Yours
Hey, I recently finished playing Red version in spanish, and I have no inkling of the language.
Japanese Diamond and Black.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Bae on February 27, 2011, 04:43:50 PM
That doesnt really amount to anything

woopy, you finished a game without knowing wtf is going on, we do that all the time with our japanese downloads, knowing where every fucking item is hidden is pretty nerdy though


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Patrick on February 27, 2011, 11:13:58 PM
That doesnt really amount to anything

woopy, you finished a game without knowing wtf is going on, we do that all the time with our japanese downloads, knowing where every fucking item is hidden is pretty nerdy though
Yeah, it is pretty intuitive. For example, all Pokemon players will see a rock by itself and say, "There just HAS to be an item hidden there," or will recognise the patterns:

Wake up. Go downstairs. Press A a lot, while NPCs lead you around Pallet/Newbark/Twinleaf/other. Attempt to leave the town, or go straight for the lab, then go through more dialogues and "showing-around" until you get a starter. Fight your rival.

And it goes on.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Known & Unknown on February 28, 2011, 07:23:27 AM
About the show, I have a cool tidbit:

You know how May's beautifly sometimes lands on people's heads?

It weighs SIXTY POUNDS

About the games:

You know how in the first factory (red/gren/blue/remakes), you have pokeballs in there that are Elcetrode in disguise, but some are genuine?

The pokeballs are baseball sized, and the Electrode are a FOUR FEET TALL.

And Red gets them confused!


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Patrick on February 28, 2011, 11:06:10 PM
You know how May's beautifly sometimes lands on people's heads?

It weighs SIXTY POUNDS
Kilograms?  :P


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Known & Unknown on March 01, 2011, 06:35:04 PM
It weighs about 30 kilograms


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Patrick on March 02, 2011, 12:01:20 AM
It weighs about 30 kilograms
Or $100.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Mouse on March 05, 2011, 03:34:19 PM
Is this still being worked on?


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: halibabica on March 05, 2011, 08:43:55 PM
I think about it from time to time.  I have too many other projects I keep getting distracted with.  But it will be done!  Sooner or later!

Actually, definitely later.


Title: Re: Spelunkémon (Arbok and Cloyster added!)
Post by: Bae on March 13, 2011, 02:19:44 PM
Yeah, it is pretty intuitive. For example, all Pokemon players will see a rock by itself and say, "There just HAS to be an item hidden there," or will recognise the patterns

>>Random wall hanging around minding it's own business
>>Player walks up
>>press A
>>Get moonstone

The random rocks and that arent that special but I find it pretty impressive when you pick one tile in a 60 tile long wall and immediately find an item there

though points granted, lets just say its of the same nerd level as no translations?


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: halibabica on March 16, 2011, 06:07:48 PM
All right, first update in forEVER!  Fixed some bugs, added two new 'mons, and boy, are they doozies.

Good luck finding Golem!  And try not to let Arcanine roast you.


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: Patrick on March 17, 2011, 12:22:14 AM
Wow, just when you least expect it, more Pokemon appear.

Feels like I'm in a cave.

Edit: I see what you mean about Golem... not going to spoil it for the others though.

Nice work! Another good update.

Edit 2: Error

(http://gyazo.com/5116c91cf848ffcd68681242f56603bc.png)


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: halibabica on March 17, 2011, 05:42:04 AM
Bah, always forgetting something, aren't I?  My luck I wouldn't have been killed by one of those during all my testing. :o

EDIT: Fixed that and another error as well.  Download updated again.


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: Sparkle on March 17, 2011, 04:05:59 PM
NEW POKEMON FORTHEWIN.
now if i could just get my graphics card to install properly on this stupid computer.


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: Patrick on March 18, 2011, 12:02:08 AM
I managed another double capture (possibly triple capture, it's hard to tell with diglett).  ;D

EDIT:
(http://gyazo.com/6c807e837da1d4b035ed90d1ca67e811.png)
Normal?
And
(http://gyazo.com/50b7419595106a9bca8c74a8f34ea12b.png)


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: halibabica on March 18, 2011, 05:28:26 AM
Ugh, how did you manage to make him lose his head?  Can you describe the circumstances of how that came to be?  'Cuz I could've sworn I fixed that problem. :o


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: Patrick on March 18, 2011, 03:56:11 PM
No idea. I just went away to grab something, and when I came back, he was headless.

By the way, he is REALLY hard to capture, isn't he? How much hp does he have?


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: halibabica on March 18, 2011, 05:59:07 PM
Hmm...I think I might know what happened.

Also, he has 60 HP, and braces himself to explode when he gets below 15.  He IS a boss monster, after all...


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: Patrick on March 18, 2011, 08:29:57 PM
Hmm...I think I might know what happened.

Also, he has 60 HP, and braces himself to explode when he gets below 15.  He IS a boss monster, after all...
Wait, so, what if I...

Nah, I'll play and find out!

Edit
Suggestion: HP bars
Also, the Area 2 idol trap will summon Gyarados, I'm calling it now.


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: Sageofrage on March 19, 2011, 04:41:50 PM
Code:
___________________________________________
ERROR in
action number 1
of Collision Event with object oPlayer1
for object oMudSlap:

Error in code at line 9:
           if (fairy) global.pokeDeaths[35] += 1;
               ^
at position 14: Unknown variable fairy
I've been hit!
I also managed to kill the first Golem I ever found
EDIT:
(http://i1028.photobucket.com/albums/y350/Mariofan09/Desktop07.jpg)
 ;D
EDIT2:
Did you purposely code the Digletts to pop out in front of you?


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: Patrick on March 19, 2011, 05:38:38 PM
Code:
___________________________________________
ERROR in
action number 1
of Collision Event with object oPlayer1
for object oMudSlap:

Error in code at line 9:
           if (fairy) global.pokeDeaths[35] += 1;
               ^
at position 14: Unknown variable fairy
I've been hit!
I also managed to kill the first Golem I ever found
EDIT:
(http://i1028.photobucket.com/albums/y350/Mariofan09/Desktop07.jpg)
 ;D
EDIT2:
Did you purposely code the Digletts to pop out in front of you?
Wait, you killed it?

How did it end up in loot?


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: halibabica on March 19, 2011, 05:56:53 PM
Did you purposely code the Digletts to pop out in front of you?
I did!  I hate those little shits!  I may take it out later, 'cuz it's really annoying.


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: Sageofrage on March 19, 2011, 06:35:07 PM
Wait, you killed it?

How did it end up in loot?
That is a different one, I caught him :D


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: Patrick on March 19, 2011, 11:12:26 PM
Whoa now, when Golem braces to explode, what are you meant to do?
Not attack? Spam balls at him?


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: halibabica on March 20, 2011, 04:23:23 AM
It all depends on if you think you can catch him or not.  You could easily finish him with your whip in the time before he explodes.  If you catch him or kill him before that, then he won't blow up. :o


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: Sageofrage on March 20, 2011, 04:48:14 PM
Whoa now, when Golem braces to explode, what are you meant to do?
Not attack? Spam balls at him?
I forget what I did once he began the countdown.  :-\ I think I whipped him in the face and then spammed balls


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: Sparkle on March 20, 2011, 10:02:01 PM
Okay, for the final mod, you should reskin Spelunky as Ash, Damsel as Misty, and Tunnelman as Brock :3*sorry if this was thought of before*


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: EdenNov on April 29, 2011, 05:33:44 AM
Whats with all the spare space in the spelunkdex? is it for future pokemons?


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: Patrick on April 29, 2011, 05:45:49 AM
Yes...

Isn't that kind of obvious?

Okay, for the final mod, you should reskin Spelunky as Ash, Damsel as Misty, and Tunnelman as Brock :3*sorry if this was thought of before*

btw NOT this, please. Instead, I'd recommend Spelunker as Red, Tunnelman as Blue and Damsel as Green (FRLG female protagonist).


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: EdenNov on April 29, 2011, 06:40:01 AM
I have another question, could you please list how much Kali favor each pokemon(that has a 'pick-up-able' body) is worth,dead and alive?


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: halibabica on April 29, 2011, 07:11:13 AM
Dead is always half the value of alive, and most of them are about 6 or so.  I'd list the actual numbers, but I'll probably be changing them anyway.  I still haven't decided how common these guys will be, so that has something to do with it.

Also, dang, it's been a while.  This is what I get for having so many irons in the fire!


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: EdenNov on June 02, 2011, 10:37:11 AM
Man, is this mod ever going to be complete?


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: halibabica on June 02, 2011, 02:15:10 PM
At the rate we're going?

...eventually.  This is really my own fault for getting involved in so (http://staboct.deviantart.com/) much (http://bigskycarnival.deviantart.com/) stuff (http://rpgmaker.net/games/725/) at (http://mossmouth.com/forums/index.php?topic=709.msg17321) once (http://datingsymbol.com/wp-content/uploads/2011/04/Get-the-job-you-want.jpg).  Unfortunately for us, this is not on the back burner, but the back-back-back-back-who-even-needs-this-many-burners burner.

So I haven't forgotten about it, and I definitely will finish it someday!  But right now, I'm drowning in a sea of my own creative endeavors.  Lo siento, amigos!!!


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: Wonkyth on June 06, 2011, 02:49:29 AM
Pity. I was really liking how this mod was shaping up. :/


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: Sparkle on June 18, 2011, 12:02:05 AM
Pity. I was really liking how this mod was shaping up. :/
I agree. I would offer to work on it, but seeing as I still don't have Pro and I'm not a pro with codes, I'd only be able to do it vvvvvvvvvvvvvvvvveeeeeeeeeeeeeeeeeeeeeeeerrrrrrrrrrrrrrrrrrrrrrrrrryyyyyyyyyyyyyyy badly, ruining it forever  :-\
I still have to try out the new version though, I haven't gotten around to it yet D:


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: Wonkyth on June 18, 2011, 06:44:29 AM
Eh, it'll happen one day.
Unless you start spending your time on even more epic productions...  :P


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: Wieprzek on December 27, 2012, 02:30:11 AM
All of the mods are dead :/


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: Nathan on December 27, 2012, 03:05:25 AM
Bunches were finished. See Tls and Spelunky (Now Even Harder). Sorry. I had to advertise one of my mods :P


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: Shane on December 27, 2012, 04:09:07 AM
Halibabica will revive this mod when he has time. I haven't even found a Pikachu yet, so I assume Pikachu hasn't made it in this mod yet. :-\

One'd expect the most famous Pokémon to be in the mod first...

That said, somehow I manage to balance my time between six Cave Story mods, two Pokémon fan fictions, an RPG and administrating three forums, so I guess I suffer from attention deficit creator disorder (http://tvtropes.org/pmwiki/pmwiki.php/Main/AttentionDeficitCreatorDisorder). And several others suffer from it as well.


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: halibabica on December 27, 2012, 07:40:08 AM
Hmm...I don't think I suffer from ADCD. More like my priorities are absolutely ridiculous and I keep getting wrapped up in projects with more immediate deadlines. Like so many other things I want to finish, this project will see its time once more. Just like my Spelunky comic! Yeah, remember that thing? I really hate my personal life sometimes...


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: Skoke on December 27, 2012, 09:52:46 AM
I read that as ACDC


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: Nathan on December 27, 2012, 01:22:39 PM
Me too!


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: Shane on December 27, 2012, 02:22:28 PM
Just like my Spelunky comic! Yeah, remember that thing?
Sounds like something I should check out.

I really hate my personal life sometimes...
Who doesn't? :P


Title: Re: Spelunkémon (Arcanine and Golem added!)
Post by: Skoke on December 27, 2012, 03:15:56 PM
The comics really good he has a link in his sig