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Games => Source => Topic started by: Moloch on July 22, 2010, 01:44:23 PM



Title: Yet Another Spelunky Mod (YASM) 1.8.1
Post by: Moloch on July 22, 2010, 01:44:23 PM
Yet Another Spelunky Mod (YASM) 1.8.1

Some of the features include:
- Inventory system - put away items for later use. You can now set hotkeys for your favorite items.
- You can sell your unwanted items and equipment to shopkeepers.
- You can disable/enable equipment in the inventory menu. For example you may want disable the paste in a situation where you need to drop a bomb down a hole instead of having it stick to the wall.
- Quick restart - start a new game without returning to the title screen after you die.
- Support for playing custom levels made with Editor Plus (http://mossmouth.com/forums/index.php?topic=631.0) (ANSI and UTF-8).
- Magic Signs (http://mossmouth.com/forums/index.php?topic=1540.0) v2.2.3
- Customize length of time before the ghost appears (or never!).
- You can hold UP to fire the bow upwards.
- Knock items around and open crates and chests with melee weapons (whip, machete, mattock).
- You don't drop items when doing a flip hang (optional).
- 'Bizarre' mode adds an extra challenge, with new enemies and level layouts.
- Portable - your scores and progress are saved to a file in the game folder instead of the Windows registry. Take it with you on a USB stick!
- Gamepad users: There is an option to use the 'purchase' button instead of 'up' to enter doors. You can also set custom labels for your gampad buttons as they appear in-game, so they match your gamepad model.
- and more.. (see changelog in included readme file for a full list)

Many features can be turned on/off (including the inventory system) or otherwise adjusted to your taste by using YASM_Config.exe.

New in 1.8.1
- Option for player to be able to change between walk/run speed in mid-air without touching the ground first (like Spelunky HD).
- Option for improved water movement. Press down to sink faster, press up to sink slower (from Spelunky Natural (http://mossmouth.com/forums/index.php?topic=3484.0)).
- When stunned enemies are about to regain consciousness, the star above their head will spin slightly faster.
- Prevented melee weapons from nudging items that were intended to be stuck/hidden inside solid walls.
- Made it easier for player to jump up into 1 block wide gaps.
- Wall graphics will be updated when nearby walls have been destroyed to show detailed top and bottom edges instead of looking flat.
- Destroying the stone pedestal holding a gold idol will now trigger the trap.
- Prevented loss of bomb bag and rope pile item (after pulling them out of inventory) when another item was pulled from inventory while they were still being held.
- Improved explosion collisions. If there is a wall between an explosion and a damsel, the damsel is likely to survive the blast. Also, a cluster of bombs will trigger each other faster instead of causing an delayed series of explosions that rises into the air.
- Other stuff!

1.8.0
- Test chamber has option to display solution path to exit and level generation layout.
- In-game help menu (press F1) for controls, inventory system, and selling to shops.
- Bizarre Mode now has a unique ending (completing the game in Bizarre Mode unlocks Bizarre Mode Plus)
- Enemy and loot balancing in bizarre mode
- Support for sprite mods - create a 'sprites' subfolder, drop custom sprites there and the game will load them on startup. Try the shopkeeper player sprite pack (http://www.mediafire.com/download/39j2a2718a35f96/ShopkeeperPlayerSprites_YASM18.zip).
- Many more small improvements and fixes

Download:

Latest version (July 25, 2014): YASM 1.8.1 (MediaFire) (http://www.mediafire.com/download/f2ya29mg5e8luel/YASM_1_8_1.zip)

Source (gmk): MediaFire (http://www.mediafire.com/download/sql9xdl9jq73575/YASM_1_8_1_src.zip)

(http://i.imgur.com/O0r75PZ.png)

(http://i.imgur.com/6KHmkOC.png)

(http://i.imgur.com/vLdK0GV.png)

(http://i.imgur.com/ZvmMv5G.png)

(http://imgur.com/6SRdW.png)

(http://imgur.com/RVhTw.png)

(http://i.imgur.com/SNDzKpb.png)

(http://i.imgur.com/eV8DZJs.png)

(http://i.imgur.com/5VdOdaG.png)


Title: Re: YASM (Yet Another Spelunky Mod)
Post by: Dudemaster on July 22, 2010, 02:57:34 PM
Fucking NICE!!

I didn't know imperial measurements could be converted to the (clearly superior and sense-making) metric measurements! Was it already built in or did you add the option yourself? Either way, good job!

I like the inventory option! Even though it does slow the flow of the game down a bit, and perhaps some way needs to be worked into it so the menu does not pop up all the time and so there's a quick way to browse through your items without opening an immersion-ruining menu, it still adds a very nice mechanic to the game and most certainly makes it easier to play!

Otherwise, the menu is nicely balanced so one can't carry heavy, non-items items (LOL?) like damsels and what-not.

My only complaint, except what mentioned above is how there's no option to make the window a bit bigger or make the game fullscreen! That option would much improve this near-excellent modification!

Finally, we need a more creative title for this mod. How about 'Inventory mod' (meh), 'Equip mod' (errm), or perhaps 'Wield mod' (cool!)?


Title: Re: YASM (Yet Another Spelunky Mod)
Post by: Bazly on July 22, 2010, 04:26:38 PM
THIS. MOD. ROCKS.

Suggestions: ability to sell items to shopkeepers?

Otherwise this mod is very cool. Adds an interesting new level of strategy, though it does make things a bit easier. Perhaps some new challenges need to be invented in order to balance this out?


Title: Re: YASM (Yet Another Spelunky Mod)
Post by: ipwnu1337 on July 22, 2010, 05:39:30 PM
Bug:  Equipping an item and then switching your item equipped to anything else makes you lost that item.


Title: Re: YASM (Yet Another Spelunky Mod)
Post by: Bazly on July 22, 2010, 06:50:03 PM
Also, you should go to this thread: http://mossmouth.com/forums/index.php?topic=1246.0 and provide this bit of programming to this project, I'm sure they'll go for it.


Title: Re: YASM (Yet Another Spelunky Mod)
Post by: Moloch on July 22, 2010, 10:33:35 PM
I didn't know imperial measurements could be converted to the (clearly superior and sense-making) metric measurements! Was it already built in or did you add the option yourself? Either way, good job!

I like the inventory option! Even though it does slow the flow of the game down a bit, and perhaps some way needs to be worked into it so the menu does not pop up all the time and so there's a quick way to browse through your items without opening an immersion-ruining menu, it still adds a very nice mechanic to the game and most certainly makes it easier to play!

The metric conversion wasn't built in, but was very simple to add. I also acknowledge the metric system's superiority.. :D

I see your point about immersion-breaking. An alternative could be just to have the  switch key cycle thru all your items without pausing the game, or something like the way you cycle thru items in the Rune Factory games on the DS.

Suggestions: ability to sell items to shopkeepers?

Selling held items shouldn't be much a problem, i'm not sure how selling worn items would work yet.

Bug:  Equipping an item and then switching your item equipped to anything else makes you lost that item.

I'll check it out. That sounds like a big deal!  :-[
EDIT: The download link has been updated with a fix for this.




Title: Re: YASM (Yet Another Spelunky Mod)
Post by: Audioworm on July 23, 2010, 04:55:27 PM
I can only say one thing about this mod...
EPIC.


Title: Re: YASM (Yet Another Spelunky Mod)
Post by: kinnik on July 23, 2010, 05:06:09 PM
very nice work!  Did you use globals or an array/list?  I was about to get started on this for my mod, using a list array...  Will you post the code for me to look over and use in my work?  I'll put credits ect..


Title: Re: YASM (Yet Another Spelunky Mod)
Post by: Moloch on August 02, 2010, 12:58:42 PM
Small update for those that wanted a way to increase the difficulty of the game to balance out the advantage of having an inventory. You now have the option of increasing the amount of enemies or traps generated in levels in the settings file.

New download link in first post.


Title: Re: YASM (Yet Another Spelunky Mod)
Post by: marsgreekgod on August 04, 2010, 11:08:23 PM
Wow this is cool. thanks a lot!


Title: Re: YASM (Yet Another Spelunky Mod)
Post by: Delver on August 05, 2010, 08:45:11 AM
First of wonderful mod.

Second, you can put items you haven't purchased into you backpack/inventory without angering the shopkeeper. Guess out of sight out of mind is true after all.

Edit:
But only when entering you backpack and set held item to nothing, down inventory "works" perfectly  ;D



Title: Re: YASM (Yet Another Spelunky Mod)
Post by: Moloch on August 05, 2010, 09:37:51 PM
Wow this is cool. thanks a lot!
First of wonderful mod.

Second, you can put items you haven't purchased into you backpack/inventory without angering the shopkeeper. Guess out of sight out of mind is true after all.

Edit:
But only when entering you backpack and set held item to nothing, down inventory "works" perfectly  ;D



Thanks for the comments and bug-finding, guys. The shopkeeper should now be aware of all shoplifting techniques!  :D The download link has been updated.


Title: Re: YASM (Yet Another Spelunky Mod)
Post by: ManaUser on August 14, 2010, 02:44:04 PM
Is it just me, or does this break the Moai+Ankh behavior? I stood on top of the Moai and bombed myself... it opened but I stayed dead. :'(


Title: Re: YASM (Yet Another Spelunky Mod)
Post by: Moloch on August 16, 2010, 04:20:21 PM
Is it just me, or does this break the Moai+Ankh behavior? I stood on top of the Moai and bombed myself... it opened but I stayed dead. :'(

After some testing, I see that this happens in the original game too. In the instant you were revived inside the Moai, the explosion from the bomb you left on top of it was wide enough to penetrate the top of the Moai and kill you again. The Moai itself is indestructible, but it doesn't protect you from explosions on the other side of it.  Also, when your character is blinking for a second or two after being hit/revived, you are invulnerable to enemies, but not explosions. I've fixed it so this can't happen for the next release. Thanks for finding it.

Also, the current version is already fixed so you don't have to worry about being close the Moai when trying to get inside it.  You can die anywhere in the level and you will still be revived inside the Moai.. so if you like you can recklessly explore and not worry if you die and the Moai is far off-screen.


Title: Re: YASM (Yet Another Spelunky Mod)
Post by: ManaUser on August 17, 2010, 01:43:05 AM
I see. I guess that kind of make sense. In the regular game I normally use ESC&F1 since bombing yourself or anything similar makes you lose your carried item, but obviously this isn't a problem in YASM, so that explains why I never noticed it before.

Thanks for investigating it in any case. Now I can go back to playing without fearing my efforts will be for naught.

P.S. While I'm at it, I might as well mention another very minor bug. When you drop off the Damsel at the exit, her icon stay in the top left until you pick up something else or leave the level.


Title: Re: Yet Another Spelunky Mod (Inventory mod)
Post by: Moloch on August 23, 2010, 08:23:16 AM
UPDATE..
v1.3

- The inventory menu is now integrated into the pause screen, allowing the SWITCH key to swap through your inventory without pausing the game.
- You can now sell your items and equipment to shopkeepers.
- There is now a chance something will fall out of your inventory when you get stunned. Chances of this happening are low, but increases with the more inventory slots you use.
- Added link to source (kinnik!).


Title: Re: Yet Another Spelunky Mod (Inventory mod)
Post by: Dudemaster on August 23, 2010, 10:18:23 AM
UPDATE..
- The inventory menu is now integrated into the pause screen, allowing the SWITCH key to swap through your inventory without pausing the game.
- You can now sell your items and equipment to shopkeepers.

I came BUCKETS

- There is now a chance something will fall out of your inventory when you get stunned. Chances of this happening are low, but increases with the more inventory slots you use.

Good idea! This, I hope, will slightly increase how challenging the game is (back to the difficulty of vanilla Spelunky, that is). Still, I'm afraid I can't check it out on my shitty netbook, which I have to use while on 'holiday' (now)...


Title: Re: Yet Another Spelunky Mod (Inventory mod)
Post by: kinnik on August 23, 2010, 02:03:28 PM
YAY!!!  This is in Labyrinth asap!  Thank you!!

I make a suggestion, I was going to add this myself.. eventually..

That's to have equipped item slots for 'collectibles'..  Ie, a place for boots, a place for back, place for head.... so you can only wear one pair of boots, umm, I guess there isn't much in vanilla that overlaps.  just a thought.


Thanks again!  I bet I'll finally make it past level three in my mod now!


Title: Re: Yet Another Spelunky Mod (Inventory mod)
Post by: Bae on August 24, 2010, 12:53:10 AM
I came BUCKETS

AHA THATS ENOUGH 4CHAN FOR YOU I THINK.



Updated release of YASM? I am excite, I must download ASAP

YASM ASAP too many acronyms IMHO


Title: Re: Yet Another Spelunky Mod (Inventory mod)
Post by: Pteriforever on August 24, 2010, 04:36:55 PM
Playing with everything set to maximum is fun. Has to be the first time I got 50 kills in one level.


Title: Re: Yet Another Spelunky Mod (Inventory mod)
Post by: ManaUser on August 27, 2010, 09:29:35 PM
Am I the only one who noticed new play modes accessible through the passage off the score room? Interesting stuff. Looks promising.


Title: Re: Yet Another Spelunky Mod (Inventory mod)
Post by: marsgreekgod on August 27, 2010, 11:03:16 PM
After really playing this mod for the frist time, I have to say:

This is an epic mod, if you keep going with this, this could be on the same level as tastes like, and I am not joking or overstating this.

Also I would really like to steal those new bad guys from the new mods.


Title: Re: Yet Another Spelunky Mod (Inventory mod)
Post by: Sexy Penguin on August 29, 2010, 08:43:16 AM
Needs moar exposure


Title: Re: Yet Another Spelunky Mod (Inventory mod)
Post by: ptmc2112 on September 14, 2010, 03:47:40 PM
FATAL BUG:
okay, it was on level 5 that it happened (played from level 1), had climbing gloves, spring shoes, and other stuff I can't remember.

Here's what happened: I had stunned a caveman, picked him up and was climbing up a cliff with a man-eating plant at the top to feed the caveman to, and I think it happened when the caveman "collided" with the man eating plant as I was holding him.
Apparently had suffered a crash that came with a report that repeated every time I clicked the ignore button that gave the following:

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

In script scrSurfaceDefaultInventory:
In script scrDrawHUD:
Error in code at line 163:
               oPlayer1.pickupItemType== "Yeti") draw_sprite(oPlayer1.holdItem.sprite_index, 0, 8, 21)
                                                                               ^
at position 78: Unknown variable sprite_index

(the arrow (^) is pointing at the o in oPlayer1.holdItem.sprite_index)

EDIT: In case you're wondering, I don't have Game Maker.


Title: Re: Yet Another Spelunky Mod (Inventory mod)
Post by: Moloch on September 15, 2010, 07:47:54 AM
FATAL BUG:

Thanks! It will be fixed in the next update, which should be out in the next few days.

Also I would really like to steal those new bad guys from the new mods.

Not sure what which guys or what mod you are talking about, but you can steal whatever you like from YASM.  :D



Title: Re: Yet Another Spelunky Mod (Inventory mod)
Post by: Moloch on September 16, 2010, 11:47:35 AM
UPDATE: v1.4

Changes include..
- You can now carry more than one unstackable item of the same type in your inventory.
- Bizarre Mode (accessible from the highscores screen) is a lot more balanced. You can encounter enemies and minibosses of any type on any level.
- You can play (not edit) Editor Plus levels.
- If you set the ghost timer in the settings file to 666, the ghost will spawn immediately at the start of the level (including level 1). This idea came from the 'extra challenges' thread.

I'll continue to fix bugs and take suggestions as they come but otherwise i feel the mod is becoming a bit bloated with random stuff.


Title: Re: Yet Another Spelunky Mod (Inventory mod)
Post by: marsgreekgod on September 16, 2010, 12:12:41 PM
this is epic.


Thanks a lot!


Title: Re: Yet Another Spelunky Mod (Inventory mod)
Post by: Bazly on September 16, 2010, 01:33:26 PM
This is ridiculously awesome. I will immediately start designing levels with this Mod in mind.  ;D


Title: Re: Yet Another Spelunky Mod (Inventory mod)
Post by: Bazly on September 16, 2010, 02:13:13 PM
So I basically just made a level where every item was present and started $%^&ing around. Some thoughts:

1) Kind of like the jet pack and cape, it might be interesting if all equipment worked in a realistic way, such as only being able to wear one pair of gloves or one pair of boots at a time.

2) It could add some interesting strategy to the system if items that can stack (rocks, arrows, skulls) had a stac kcap that was the same as the number of inventory spaces in the Spelunker's bag. Keep in mind, I don't mean that if he only has 10 spaces remaining that he can only stack up to 10: I mean that if you take the total number of spaces available in his entire inventory, eah stack could have that limit. This is fairly realistic: implying that these smaller items can each be store alongside another item, and means that you can't just stock up on 99 rocks and arrows in the first four levels and have an unlimited supply of these admittedly really useful items throughout the rest of the game.

Just suggestions though! Don't feel the need to add them if people don't think they sound like good ideas.  :)


Title: Re: Yet Another Spelunky Mod (Inventory mod)
Post by: marsgreekgod on September 16, 2010, 06:13:19 PM
1) May I have the level code from bazzro mode?

2) jars are worth more the flares?

3) If this keeps up this will be as good or better then tastes like. Just saying people need to look at this.


Title: Re: Yet Another Spelunky Mod (Inventory mod)
Post by: Moloch on September 18, 2010, 08:09:23 PM
So I basically just made a level where every item was present and started $%^&ing around. Some thoughts:

1) Kind of like the jet pack and cape, it might be interesting if all equipment worked in a realistic way, such as only being able to wear one pair of gloves or one pair of boots at a time.

2) It could add some interesting strategy to the system if items that can stack (rocks, arrows, skulls) had a stac kcap that was the same as the number of inventory spaces in the Spelunker's bag. Keep in mind, I don't mean that if he only has 10 spaces remaining that he can only stack up to 10: I mean that if you take the total number of spaces available in his entire inventory, eah stack could have that limit. This is fairly realistic: implying that these smaller items can each be store alongside another item, and means that you can't just stock up on 99 rocks and arrows in the first four levels and have an unlimited supply of these admittedly really useful items throughout the rest of the game.

Just suggestions though! Don't feel the need to add them if people don't think they sound like good ideas.  :)


1) kinnik suggested this too but i'm not sure if i'll put it in. The jetpack and cape conflict with each other (when I first added them to the inventory you could wear them both at the same time and the effect was weird), but different sets of gloves/shoes don't. It's not realistic to wear both at the same time, but having to switch shoes/gloves all the time as your situation changes seems like a hassle. Say I go to stomp on a mantrap with my spike shoes but I forget i'm wearing spring shoes and he swallows me.. i would be PISSED.

2) I'm just going to make the rock, flare, skull, and fishbone unstackable. There are 16 inventory slots and there isn't really any need to carry more than a few of these items at a time. I'm not sure about limiting arrows yet, maybe let them stack to 24.
I'm also thinking about having the game start with 4 inventory slots, and at 3 seperate points you can pay to expand your inventory by 4 more slots (a shopkeeper you meet in certain transition rooms maybe).

1) May I have the level code from bazzro mode?

2) jars are worth more the flares?

3) If this keeps up this will be as good or better then tastes like. Just saying people need to look at this.

1) Sure, look in the YASM folders under scripts/objects for scrEntityGenBizarre (which is called by scrInitLevel), scrDecorate, and oBizarre.  There are 4 globals set in scrScumGlobals (they should be labeled) that are used by bizarre mode, global.eMult is set to half of whatever your enemy multiplier is in the settings file because bizarre mode generates a lot more enemies than the normal game so you can just set to 1 or whatever you like or edit it out of the scripts.

2) i thought that a jar which may have archeological value, and could also contain treasure, would be worth more than a flare. In any case, selling a jar is usually not worth it, because it could contain a gold nugget or gem that's worth more than a shopkeeper will ever pay you for the jar.
When I went to look up the prices i had set for jars and flares I found a bug with the resale prices, so.. thanks! Item values increase by 10% every level above level 2, so a machete that costs $7000 in a shop on level 2 will cost $14000 from a shop on level 12. Shopkeepers buy stuff for half their current value (and may offer less if you aren't paying attention!), so if you hold onto that machete for 10 levels then you can sell it for what you originally paid (not that $7000 means much at that point). Anyway I missed something in the setting of resale prices for level 1 and 2, so in those levels you can sell stuff for their full value instead of half. Not a big deal but the amount of money shopkeepers have available to buy your stuff also increases each level, and at level 1 and 2 they may turn down your offers more often because they don't have enough cash to buy pricier items at full value.

3) thanks but I think TLS is on a whole other level.  I should also mention that adding support for Editor Plus levels was made possible by TLS source.


Title: Re: Yet Another Spelunky Mod (Inventory mod)
Post by: Bae on September 19, 2010, 05:02:58 AM
Ooh, the ideas of change, scary scary.

I would say add everything you feel like coding, but give the option to turn it on or off (that way I can fulfill my pack rat tendencies)


Title: Re: Yet Another Spelunky Mod (Inventory mod)
Post by: marsgreekgod on September 19, 2010, 11:37:04 AM
on that note, I really like the messege when trying to sell a rock.


Title: Re: Yet Another Spelunky Mod (Inventory mod)
Post by: Moloch on September 30, 2010, 01:16:49 PM
UPDATE..
v1.4.1:
This update just fixes a few minor things. I wanted to get it out so I can focus my attention on a new mod. See first post for new download link.

- Rocks, flares, skulls and fishbones are no longer stackable by default.
- Added option in settings file to allow player to stack the above items like in previous versions.
- Fixed incorrect resale prices for items in levels 1 and 2.
- Fixed mini-bosses in Editor Plus levels that were dropping gems when they weren't supposed to.
- Fixed rope item disappearing when falling off screen and gaps appearing in climbable rope when created off screen.


Title: Re: Yet Another Spelunky Mod (Inventory mod)
Post by: Moloch on December 05, 2010, 12:20:58 PM
UPDATE:
v1.5 (http://www.mediafire.com/?px4a577viwoe8mk)

- Added Magic Signs (http://mossmouth.com/forums/index.php?topic=1418.0) 2.0
- Level loading compatibility with recent updates of Editor Plus (http://mossmouth.com/forums/index.php?topic=631.0) (layers, custom crate contents, alien tiles).
- Added new object/sprite resources that can be used with Magic Signs.
- Added enemies from Spelunky X (http://mossmouth.com/forums/index.php?topic=946.0) (along with poison mechanics). They can be encountered in bizarre mode or used with Magic Signs.
- Seperate stats file (stats_YASM.txt).
- Added stat tracking for money earned, money spent, sacrifices, and suicides.
- Some other small stuff.

Please download and try the level pack (http://www.mediafire.com/?4au2llz8bd3k2bh) too, which shows some of the things you can do in custom levels using Magic Signs, including creating shops, and new enemies/objects.

Pics:

New guys.
(http://imgur.com/txPuB.png)

Terry sells those shoes with the air pockets in them.
(http://imgur.com/JIHOe.png)

Bizarre mode.
(http://imgur.com/xCpoH.png)


Title: Re: Yet Another Spelunky Mod 1.5 (Inventory mod)
Post by: marsgreekgod on December 05, 2010, 02:38:01 PM
Wow this looks really and truely epic...


Title: Re: Yet Another Spelunky Mod 1.5 (Inventory mod)
Post by: Bae on December 05, 2010, 05:45:45 PM
so, by combining Editor + support, Magic Signs, AND Spelunky x... right now this mod only is rivaled by TLS

but is it portable?! (wasnt it you who made the portable mod?)


Title: Re: Yet Another Spelunky Mod 1.5 (Inventory mod)
Post by: Moloch on December 05, 2010, 06:08:10 PM
so, by combining Editor + support, Magic Signs, AND Spelunky x... right now this mod only is rivaled by TLS

but is it portable?! (wasnt it you who made the portable mod?)

The editor itself doesn't have any Editor Plus/TLS features, so it can be a bit inconvenient right now. If you wanted to make a level with layers you would have to use Editor Plus to edit and save, then load and test in YASM.

And yes it is also portable (saves progress to a file instead of using registry).


Title: Re: Yet Another Spelunky Mod 1.5 (Inventory mod)
Post by: ManaUser on December 05, 2010, 11:36:07 PM
This looks crazy impressive! (And impressively crazy) What's the deal with the hats anyway?

Edit:
::plays demo levels:: Oh. I guess I understand that hats now... kind of. XD


Title: Re: Yet Another Spelunky Mod 1.5 (Inventory mod)
Post by: Moloch on December 06, 2010, 07:26:27 PM
The hats are just for fun.. different hats do not grant unique abilities or anything like that, you set up the oMan how you like with the magic sign.
The things you can change include:
- hat sprite (there are 11 hat/mask sprites that are designed to fit over his head, but you can use any sprite of course)
- what object he drops on death
- how many of that object are dropped
- whether or not he can pick up and throw rocks (default on)
- if he spawns armed with a rock (default off)
.. and all the usual stuff like hp, how long he stays stunned for, etc.


Title: Re: Yet Another Spelunky Mod 1.5 (Inventory mod)
Post by: Patrick on December 07, 2010, 04:00:04 AM
The hats are just for fun...
- hat sprite (there are 11 hat/mask sprites that are designed to fit over his head, but you can use any sprite of course)
Oh my Kali!

This is just like Team Fortress 2!


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Moloch on January 30, 2011, 02:00:07 PM
New:
v1.6 (http://www.mediafire.com/?6ve38x8b25447pb)

- Updated Magic Signs to 2.1.1
- Added global.skipTransition - set this to 1 using Magic Signs to skip the transition/scoreboard screen in between custom levels (must be set for each level). This enables you to have instant level transitions between interconnected levels.
- Fixed a few minor bugs.

Sample custom levels are now included in the download, including the Magic Signs levels that Urza/ManaUser has released so far.


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: supermariousa on January 17, 2012, 12:39:31 PM
I love what happens when you try and sell a rock to a shopkeep! xD

Also this is a fantastic mod! It rawks mah sawks!


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Skoke on January 17, 2012, 02:54:36 PM
Just downloaded it today it was pretty great


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Moloch on January 17, 2012, 09:02:22 PM
Thanks guys, I'm having trouble finding time to make another update, but it will come eventually.


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Delver on March 10, 2012, 08:33:18 AM
Your mod has officially become my default ^^

Like how item joggling has been reduced to the bare essential (damsels and idols), thought I kinda miss dishing the girl for a shotgun xD

One thing I would really like to do was to sell that second jetpack, instead of having it magically absorbed by my first one.

So I fixed it, and decided I wanted to share:

YASM fanmod.exe:
http://www.mediafire.com/?w4gtevlxnyll1h6

YASM_1_6 fanmod.gmk:
http://www.mediafire.com/?ppneb454nz6ng7m

added:
+ buying items new add to the shopkeepers funds, so you can buy all his stuff then get full price for your jetpack.
+ killing the shopkeeper makes him drop all his funds!
+ you can brake the bank when playing at the dice house
+ multiples of the same equipment in the inventory, like jetpacks!

Hope it's al right to post my fan-mod of your mod in your tread :) 


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: loganizedlink on March 14, 2012, 01:13:24 PM
nice!


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Moloch on March 16, 2012, 07:03:25 PM
added:
+ buying items new add to the shopkeepers funds, so you can buy all his stuff then get full price for your jetpack.
+ killing the shopkeeper makes him drop all his funds!
+ you can brake the bank when playing at the dice house
+ multiples of the same equipment in the inventory, like jetpacks!

Hope it's al right to post my fan-mod of your mod in your tread :) 

I like it! Added links to it in first post. Played for about 45 minutes to try it out, probably the most Spelunky i've played in over a year :O

Are you working on any new mods of your own, Delver?


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: ATP on April 29, 2013, 02:40:22 PM
If you add a save feature
that would be great ;D
Especially if it works in custom levels.

Anyway, I've decided to finally get to work on that level concept I had, so can you update this with the new Magic Signs and Editor Plus? It would add a lot to it.

Second paragraph is directed a Moloch, obviously.

Changed my name again because I felt like it.


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Moloch on April 29, 2013, 03:32:32 PM
If you add a save feature
that would be great ;D
Especially if it works in custom levels.

Anyway, I've decided to finally get to work on that level concept I had, so can you update this with the new Magic Signs and Editor Plus? It would add a lot to it.

Second paragraph is directed a Moloch, obviously.

Changed my name again because I felt like it.

Putting in time here and there updating this... 1.7 will include Delver's improvements and more. Latest Magic Signs is already in because...easy. Regretfully I switched to GM 8.1, early on in the update, so I hope Editor Plus stuff will work ok if I switch back to 8.0.

Cyclone, I totally recognize your avatar but I can't think of your old username! Hint?


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: ATP on April 29, 2013, 03:37:40 PM
If you add a save feature
that would be great ;D
Especially if it works in custom levels.

Anyway, I've decided to finally get to work on that level concept I had, so can you update this with the new Magic Signs and Editor Plus? It would add a lot to it.

Second paragraph is directed a Moloch, obviously.

Changed my name again because I felt like it.

Putting in time here and there updating this... 1.7 will include Delver's improvements and more. Latest Magic Signs is already in because...easy. Regretfully I switched to GM 8.1, early on in the update, so I hope Editor Plus stuff will work ok if I switch back to 8.0.

Cyclone, I totally recognize your avatar but I can't think of your old username! Hint?

Why do you need to switch back to 8.1? Something in the new Editor Plus broke older levels, so your concerns may be justified.

My old username was Apollo, but I switched back because there was someone with that name on another forum that eerily resembled me.

My original name was Olmec 74.


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Moloch on April 29, 2013, 03:54:46 PM
Yeah it's the same issue. The differences in the way GM 8.0 and 8.1 handle the extended ASCII stuff used in Editor+ lvl files because of the added unicode support in 8.1. I don't remember what state the custom levels in YASM are in right now.., need to load some old levels and see.


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: ATP on April 30, 2013, 03:10:15 PM
Do you have any intention of adding a save system? I like the password thing Urza made, but it's still not quite as effective.


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Moloch on April 30, 2013, 06:32:16 PM
Would you expect the save system to work differently than how checkpoint signs (from TLS/Editor+) already work in custom levels? I'm guessing you mean saving between gameplay sessions as well as being able to retry the level after dying?


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: ATP on April 30, 2013, 07:48:51 PM
Would you expect the save system to work differently than how checkpoint signs (from TLS/Editor+) already work in custom levels? I'm guessing you mean saving between gameplay sessions as well as being able to retry the level after dying?
I mean saving between gameplay sessions. Not sure if that would be possible with custom levels, though.


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: halibabica on May 01, 2013, 03:13:37 AM
The way TLS and Editor+ do it is to create a temp file with the game's data that's loaded when you retry. The file's supposed to vanish after it's not needed, but I think TOC missed a delete(file) line somewhere, as it can hang around even after the game is closed. You can also copy it and save it somewhere else if you don't want to lose it.


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: ATP on May 01, 2013, 05:42:24 AM
The way TLS and Editor+ do it is to create a temp file with the game's data that's loaded when you retry. The file's supposed to vanish after it's not needed, but I think TOC missed a delete(file) line somewhere, as it can hang around even after the game is closed. You can also copy it and save it somewhere else if you don't want to lose it.
Does that work for multiple levels, or just one at a time?


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Moloch on May 01, 2013, 06:11:32 AM
I mean saving between gameplay sessions. Not sure if that would be possible with custom levels, though.

Yeah it works. I guess you could compare GM's built in save/load system to 'save states' if you're familiar with console emulators (technically I don't know what's going on).

Quote
Does that work for multiple levels, or just one at a time?

There's only one file for TLS/Editor+ save which gets overwritten every time a checkpoint is used, but having multiple saves would be as easy as using multiple file names or letting the player input a filename.

The way TLS and Editor+ do it is to create a temp file with the game's data that's loaded when you retry. The file's supposed to vanish after it's not needed, but I think TOC missed a delete(file) line somewhere, as it can hang around even after the game is closed. You can also copy it and save it somewhere else if you don't want to lose it.

I always wonder why it's called 'cutempdump' :D
You could save to temp_directory so it gets deleted automatically.


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: ATP on May 01, 2013, 01:33:51 PM
Yeah it works. I guess you could compare GM's built in save/load system to 'save states' if you're familiar with console emulators (technically I don't know what's going on).
They're basically the same thing, unless you restrict saving.

Quote
only one file for TLS/Editor+ save which gets overwritten every time a checkpoint is used, but having multiple saves would be as easy as using multiple file names or letting the player input a filename.
That could work. I don't have the pro version of 8.1, but someone who does could implement that fairly easily.


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: halibabica on May 01, 2013, 03:26:12 PM
I always wonder why it's called 'cutempdump' :D
TOC named it cutempdump, which I interpret as cu (custom) temp (temporary) dump (poop).


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Nathan on May 02, 2013, 12:16:32 AM
and I finally realized why its called a dump :P


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Moloch on May 02, 2013, 07:25:03 AM
The truth is disappointing. I'll just keep saying "Cut'em pump 'n' dump" in my head whenever I come across this in my levels folder.


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Urza on May 02, 2013, 11:19:00 AM
I have a hard time not reading the first part as "cute". Which doens't make too much sense.


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Nathan on May 02, 2013, 12:16:51 PM
SAME HERE! And it does make sense. We are trained to read words left to right with each word being set apart with a space. When a bunch of words are strung together we automatically look across until each word ends and a new one begins. Since the first 2 letters were an abbreviation we just kept reading it as one word until it formed a word. Obviously, the first complete word in that string is cute and that is what is automatically read. One has to figure out that it is cutemp before it can be properly read.


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Moloch on June 08, 2013, 07:05:10 PM
Sooo.... i intend to wrap this up and release YASM 1.7 before Spelunky HD is released for PC, or risk never getting it done. Not having a release date for Spelunky HD yet other than "Summer!", i'm going to guess somewhere within the first two weeks of July.

Today i'm finishing up improvements for the config program. All the custom settings for YASM are in there now - so no more Dwarf Fortress-inspired settings txt file.

The kb/gamepad menus are now viewed as a list as seen in typical game options menus. Gamepad users can edit button labels to match their gamepad model so that they see "Press A to Jump" in-game instead of seeing the device labels like "Press B2 to Jump" ..Where the hell is B2?

(http://i.imgur.com/1vtDzMo.png)

(http://i.imgur.com/UpnovWA.png) (http://i.imgur.com/GxCCRTf.png)

(http://i.imgur.com/LgkW79z.png) (http://i.imgur.com/OGoljkn.png)

(http://i.imgur.com/4RasJBX.png)


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: IFapToYourSister on June 08, 2013, 07:40:44 PM
SEXY LOOKING!


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Urza on June 09, 2013, 08:27:20 PM
SWEET!


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: TyrOvC on June 10, 2013, 12:54:47 PM
I love a sexy menu system!



I always wonder why it's called 'cutempdump' :D
Highlight to ruin fun pronunciations and theories: The cu came from cue as in signal the start of the save (also I liked how it could be read as cute I think) and I'm  pretty sure my thinking on the rest was temporary memory dump. It wasn't really supposed to make sense since it didn't really matter what the file was called, and I have no idea how I remember that. I'm also ashamed that I missed a delete somewhere and why did I not think of using temporary files at the time :(


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Kegluneq on June 12, 2013, 08:45:19 PM
Very nice, new config looks great. I assume the non-YASM settings work with vanilla and other mods?


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Moloch on June 13, 2013, 08:02:14 AM
Very nice, new config looks great. I assume the non-YASM settings work with vanilla and other mods?
Yes. The YASM settings and gamepad button labels use their on .cfg files. The only exception is the if the mod doesn't use TyrOvC's soft-fullscreen code, the 'Fit Screen' view option is actually X5 scale (1600x1200).

(Link removed because changes to config)



Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Sarge on June 21, 2013, 02:23:00 AM
I have trouble making a shop :/

I can't figure out the flooring. I tried getting some help from the level Yasmshop when it said "Some tiles are added from editor plus". I tried adding shop floors THEN going to yasm, but the shop floor ends up as spaceship floors, with space between it. Can anyone help please?

Sorry if my explanations are too complicated. :/


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Moloch on June 21, 2013, 07:15:50 AM
I have trouble making a shop :/

I can't figure out the flooring. I tried getting some help from the level Yasmshop when it said "Some tiles are added from editor plus". I tried adding shop floors THEN going to yasm, but the shop floor ends up as spaceship floors, with space between it. Can anyone help please?

Sorry if my explanations are too complicated. :/

I'll have to refresh myself on making a shop, so i'll get back to you on that.
But first, try this..take the shop lvl file you made in Editor Plus and open it in Notepad. Choose 'Save As' in the menu and change the 'encoding' option at the bottom of the save dialog to 'ANSI' and save. Now load it in YASM again, and if the floors look normal this time, then you need to switch to an older version of Editor Plus that works with YASM 1.6. Try this one: http://www.mediafire.com/?04mx6y2dh3a3kym


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: TheCyanKnight on June 22, 2013, 03:34:58 AM
I would love for the ghost timer function to have a random option. Witht he chance of the ghost appearing increasing from 120s onwards. This way you preserve a sense of urgency, so you will not be tempted to fuck around for a single kill or gold bar, but makes it worth to, for instance, try to go back to the shop at the start of the level when you got more money.


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Moloch on June 22, 2013, 05:57:20 AM
I would love for the ghost timer function to have a random option. Witht he chance of the ghost appearing increasing from 120s onwards. This way you preserve a sense of urgency, so you will not be tempted to fuck around for a single kill or gold bar, but makes it worth to, for instance, try to go back to the shop at the start of the level when you got more money.

I like this idea...can you clarify how you imagined it working? Do you mean that there is still no chance for the ghost to appear until 120s, but then you have an unknown amount of extra time to fuck around? Or would there be a small chance it could appear sooner? At what point do the odds become 100% that the ghost appears?

Ex: at 120s, 1% chance of ghost, increasing until 100% chance at time limit * 2 (240s).



Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Whooper1222 on June 22, 2013, 10:15:30 AM
at 120s, 1% chance of ghost, increasing until 100% chance at time limit * 2 (240s).
This a good idea.


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Sarge on June 22, 2013, 04:34:24 PM
at 120s, 1% chance of ghost, increasing until 100% chance at time limit * 2 (240s).
This a good idea.

That's what I thought. :)


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Moloch on July 13, 2013, 12:15:56 PM
Not done yet. I meant to post my progress more often. Here's some screens.

(http://i.imgur.com/5rGMKuY.png)

Random ghost delay request is in!

(http://i.imgur.com/3oRrgJy.png)

(http://i.imgur.com/wUz4vE3.png)

I've replaced the bizarre mode section of the high scores room with a door on the title screen that toggles classic (mines theme) and bizarre mode (ice cave theme). Shortcuts unlocked from classic mode carry over and can be used in bizarre mode, and I can easily add a few more gamemode themes in the future without having to create extra rooms. The amount of enemies that spawn in bizarre mode has been balanced so that it's actually playable now. The extra room layouts I previously added are now only generated in bizarre mode, and classic mode has been reverted back to vanilla level gen.

(http://i.imgur.com/eV8DZJs.png)

Level generation test menu. Not new but slightly improved. Use this to generate single level scenarios or just check out the procedural generation. For example if you wanted to test your shop-robbing skills, or bomb the entire city of gold, etc. No scores are recorded here.

(http://i.imgur.com/SNDzKpb.png)

"More hotkeys than Skyrim!" Any game with a clunky inventory system needs hotkeys! The hotkey bar is visible while holding Ctrl. Press Ctrl + number to assign your currently held item to a hotkey. Press the assigned number to pull that item out of your inventory without needing to pause or cycle through your stuff. Your hotkeys are saved between sessions, so if all you want is to be able to press '1' to switch to your shotgun, you only ever need to set it once.

(http://i.imgur.com/cja86nS.png)

Quick restart on death, as in Spelunky HD (see also: Gorm's Quick Restart mod (http://mossmouth.com/forums/index.php?topic=2735.0)). The on-screen buttons in this shot are referring to my gamepad buttons, so your assigned attack key = quick restart, and jump (or Esc) =  exit to high scores room.



Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Urza on July 13, 2013, 03:40:05 PM
Neat! Oddly, out of all those impressive sounding features the one that immediately jumped out at me was one you didn't mention, Parallax Background. I know what it means, but for some reason I have a hard time imagining it in Spelunky. Does it like... look good?


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Moloch on July 13, 2013, 05:50:35 PM
Neat! Oddly, out of all those impressive sounding features the one that immediately jumped out at me was one you didn't mention, Parallax Background. I know what it means, but for some reason I have a hard time imagining it in Spelunky. Does it like... look good?

In short... no, it doesn't look good, but I've left it enabled for so long in my game that I barely notice it anymore. When it comes to a stop there is a noticable slow jerk (hellooo!) of the background for the last few pixels, which I haven't set to tweaking out yet. I suspect it will turn most people off. This setting is disabled by default.


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Sarge on July 13, 2013, 06:50:15 PM
Can't wait to try that version


Title: Re: Yet Another Spelunky Mod 1.6 (Awesome mod)
Post by: Whooper1222 on July 14, 2013, 01:43:52 AM
YES! This update is awesome!


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: hyperme on July 14, 2013, 07:50:20 AM
HUGE XBLA STYLE DOOR WHY HAS NO ONE MENTIONED IT?

Okay now that's out of my system I'm going to say this all looks pretty good.


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: CaSoDaN on July 14, 2013, 08:04:38 AM
I would love to orgasm into the door.


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Moloch on July 14, 2013, 11:48:31 AM
*The door quivers with anticipation*

There are a few other features I shamelessly borrowed from Spelunky HD:

- boulders can be started rolling again with an explosion. Chance is involved - it may break with the first explosion or you may be able to re-roll it a few times
- broken blocks spray debris (copied over from Spelunky Breakdown)
- optional: use 'purchase' button to enter doorways instead of pressing up (see also the 'Ease of Use' mod by ChazLouv).
- optional: you can open crates and chests with melee weapons (whip/mattock/machete)
- you can break skulls with melee weapons and bullets (to check bone piles are safe)

Also, Editor Plus stuff is working, including vending machines. Both UTF-8 and ANSI levels can be loaded. A couple of objects aren't loading from ANSI levels correctly, trying to sort that out.


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Nathan on July 15, 2013, 03:32:42 PM
will you make it where you can move money by whipping it?


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Moloch on July 15, 2013, 05:20:38 PM
will you make it where you can move money by whipping it?
It sounds simple to do, but is there any gameplay benefit, or is it just a cool physics thing?


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Nathan on July 16, 2013, 05:43:33 AM
will you make it where you can move money by whipping it?
It sounds simple to do, but is there any gameplay benefit, or is it just a cool physics thing?

setting off arrow traps


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Moloch on July 16, 2013, 07:15:45 AM
 :P Obviously.. I should have thought of that! I haven't played Spelunky HD yet.
It was easy to add to the mod - I tried it out for both treasure and items and it's amusing. First test I'm already whipping arrows out of the air and flinging items out of the shops. Gotta tone it down..
I was looking for gameplay vids of how whipping arrows worked but didn't find anything specifically about that. Another thing I noticed though is that you can keep whipping stunned enemies while they're down to finish them off?


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Sarge on July 17, 2013, 12:58:50 AM
:P Obviously.. I should have thought of that! I haven't played Spelunky HD yet.
It was easy to add to the mod - I tried it out for both treasure and items and it's amusing. First test I'm already whipping arrows out of the air and flinging items out of the shops. Gotta tone it down..
I was looking for gameplay vids of how whipping arrows worked but didn't find anything specifically about that. Another thing I noticed though is that you can keep whipping stunned enemies while they're down to finish them off?
I don't think whipping stunned enemies might damage them


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Moloch on July 17, 2013, 08:43:29 AM
I don't think whipping stunned enemies might damage them

Good good...I need to stop adding new stuff and fix old stuff anyway. :)


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Sarge on July 17, 2013, 11:26:50 PM
Cool. You should fix whatever issue the peeps had. :)


Title: Re: Yet Another Spelunky Mod 1.6 (Inventory mod)
Post by: Whooper1222 on July 18, 2013, 12:35:55 AM
I don't think whipping stunned enemies might damage them

Good good...I need to stop adding new stuff and fix old stuff anyway. :)
Well you should better do it fast because Spelunky remake is coming nearer.


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: Moloch on July 31, 2013, 10:31:08 PM
YASM 1.7 (http://mossmouth.com/forums/index.php?topic=1247.0)


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: Sarge on July 31, 2013, 11:20:17 PM
Yay!


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: Whooper1222 on July 31, 2013, 11:55:00 PM
YASM 1.7 (http://mossmouth.com/forums/index.php?topic=1247.0)
(http://i44.tinypic.com/11cfeq0.jpg)


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: Sarge on August 03, 2013, 02:09:48 AM
How do you get into the test chamber? I tried to read the YASM-read-me, but it doesn't show how to. :/


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: Whooper1222 on August 03, 2013, 06:03:17 AM
How do you get into the test chamber? I tried to read the YASM-read-me, but it doesn't show how to. :/

Yes, that was what I wanted to ask.


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: Moloch on August 03, 2013, 06:21:35 AM
How do you get into the test chamber? I tried to read the YASM-read-me, but it doesn't show how to. :/

Sorry if you were mashing buttons trying to figure it out. I'll change the readme next update to give a big hint. There's a hidden door on the title screen. Highlight text to reveal: Bring the flare to the face with the glowing eyes above the "K" in the Spelunky logo.


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: joey4track on August 13, 2013, 10:02:40 PM
Parallax??!! :o :o :o

EDIT: This is such a fantastic mod!! It has always been my favorite but the update is amazing. So many great additions and I love the different game modes and challenge rooms. I would kill for this in HD Spelunky. Maybe then I would actually be able to get somewhere in that game :p


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: Moloch on August 14, 2013, 08:04:15 AM
Thanks!


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: teleflower on August 17, 2013, 02:48:50 PM
Any chance you could post the gamemaker file for this fantastic mod? Don't particularly wanna change anything, just like looking around at how it works ;D


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: Sarge on August 17, 2013, 05:58:09 PM
I think imma make a spelunky mod. Bored of other's mods. :)

seriously, 132MB.....


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: Whooper1222 on August 18, 2013, 03:30:57 AM
I think imma make a spelunky mod. Bored of other's mods. :)

seriously, 132MB.....
What 132MB?
I'm thinking of making one mod as well.


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: Moloch on August 18, 2013, 12:03:15 PM
Minor update.
YASM 1.7.2 (http://mossmouth.com/forums/index.php?topic=1247.0)

Changed: Intro sequence to daytime, restored intro text, randomized intro scene objects
Fixed: Shrubs from Editor Plus could not be used as platforms
Added: Instructions in readme on how to get to level generation test chamber
Updated: Magic Signs to v2.2.2
Changed: Zâlg0々; he∞ ωĂits ◊ ◦☼I∩๑ €˘ârkn€ss≈{∏の☎



Any chance you could post the gamemaker file for this fantastic mod? Don't particularly wanna change anything, just like looking around at how it works ;D

Yup..I was just waiting to see if any nasty bugs were found first. Added link to gmk in first post.


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: KarjamP on August 18, 2013, 12:16:09 PM
Minor update.
Changed: Zâlg0々; he∞ ωĂits ◊ ◦☼I∩๑ €˘ârkn€ss≈{∏の☎

Yay for text corruption! :P


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: joey4track on August 18, 2013, 01:11:19 PM
Is there anyway to combine this with Seed of Spelunky??


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: Moloch on August 18, 2013, 04:40:18 PM
Is there anyway to combine this with Seed of Spelunky??

I intend to try, so i'll let you know how it works out either way.


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: joey4track on August 18, 2013, 08:22:39 PM
Great! Thanks!


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: Dimpl on August 24, 2013, 02:29:34 AM
Love the changes in this!

Suggestions: Prevent shops (and maybe altars?) from spawning on the same level as the idol in world 1 (to prevent shop destruction by boulder).

Allow mattocks to dig upwards? (similarly to digging down, but with up lkey held).


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: DooM Marine on August 24, 2013, 03:34:04 AM
Love the changes in this!

Suggestions: Prevent shops (and maybe altars?) from spawning on the same level as the idol in world 1 (to prevent shop destruction by boulder).

Allow mattocks to dig upwards? (similarly to digging down, but with up lkey held).

Place a bomb below where the boulder will fall and time it so it explodes when the boulder comes close; the boulder with crumble into nothing but a rock. Don't try this is HD spelunky though, since it only gives the boulder more momentum. Or better yet just bomb/mine the idol platform since the trap doesn't go off from that. But still, don't try that trick either in HD.


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: Sarge on August 24, 2013, 04:52:57 PM
Love the changes in this!

Suggestions: Prevent shops (and maybe altars?) from spawning on the same level as the idol in world 1 (to prevent shop destruction by boulder).

Allow mattocks to dig upwards? (similarly to digging down, but with up lkey held).

1. I rather disagree with this. It's the person's fault for not checking if there's a shop and the idol trap on the same floor.

2. The game's objective is to go down. If you accidentally went down when you're looking for something, use Gloves, Jetpack, Spring shoes or ropes. If you have neither of those, well you've got a bad run.


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: ATP on October 01, 2013, 05:51:42 AM
So I made a level with Editor Plus and YASM isn't loading it right. Some of the blocks are gone or out of place.


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: Whooper1222 on October 01, 2013, 06:48:27 AM
So I made a level with Editor Plus and YASM isn't loading it right. Some of the blocks are gone or out of place.
Isn't this a known problem?
I guess the sign used for a particular object in one of the mods is used for another in the another.


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: Urza on October 01, 2013, 09:42:26 AM
YASM should be fully compatible with Ed+ levels. Are you using a recent version of YASM, Cyclone? Older versions still had problems with that ASCII/Unicode level business but the last few version should load either.


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: Whooper1222 on October 01, 2013, 09:46:40 AM
YASM should be fully compatible with Ed+ levels. Are you using a recent version of YASM, Cyclone? Older versions still had problems with that ASCII/Unicode level business but the last few version should load either.
I don't know, but for me, YASM levels don't work in Ed+ (I don't know if it occurs the other way around too). They load, but there are different tiles instead of what it's supposed to be.


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: Moloch on October 01, 2013, 10:33:56 AM
I'm looking into Cyclone's level with him to try and sort it out.


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: ATP on October 01, 2013, 08:12:44 PM
Most of the problems were caused by some bad replacement signs that only messed stuff up in Editor Plus's play mode and YASM for some reason. My fault, not Moloch's.


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: ATP on October 04, 2013, 06:56:18 PM
While building a level set I discovered that your inventory will accept multiples of equipment like Climbing Gloves and the Compass. Since they cannot be dropped, they end up clogging slots up.

This happens in the main game as well as custom levels.


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: Moloch on October 04, 2013, 09:29:35 PM
This is intentional. You can press the Pay button while equipment is selected in the inventory menu to put it back in your hands to drop or sell back to a shopkeeper.


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: ATP on October 04, 2013, 10:03:45 PM
This is intentional. You can press the Pay button while equipment is selected in the inventory menu to put it back in your hands to drop or sell back to a shopkeeper.

Oh. Sorry about that ;D

EDIT: This error message:
Code:
___________________________________________
ERROR in
action number 3
of  Step Event
for object oPlayer1:

Error in code at line 911:
                               if !sprung
                                   ^
at position 34: Unknown variable sprung

___________________________________________
ERROR in
action number 3
of  Step Event
for object oPlayer1:

Error in code at line 940:
                           if !sprung
                               ^
at position 30: Unknown variable sprung
occurs everytime I pick up two particular objects (a heart powerup and an idol) in that same set. This happens in YASM, but not in Editor Plus (for real this time). I can press ignore and keep playing, but it seems to stop a trap from triggering when the idol is moved.

I feel sort of dumb after posting two false error reports in a row, but this seems more likely to actually be a coding issue. Not sure why it only happens in those two particular spots.


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: Moloch on October 04, 2013, 10:26:18 PM
No problem, I need to add a tutorial or help screen for the extra inventory features.

I feel sort of dumb after posting two false error reports in a row, but this seems more likely to actually be a coding issue. Not sure why it only happens in those two particular spots.

Yup that's a real bug from me screwing around with variable names while adding Editor Plus stuff. :D Thanks!


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: ATP on October 04, 2013, 10:31:30 PM
You're welcome. Here's another one. ;D

YASM hates Brimspark Remastered for some reason. When I load it I get a ball-and-chain condition that follows me into the main game and other custom levels. Brimspark was balanced for Editor Plus, so it doesn't fall apart without the inventory system, but I still thought you should know.

EDIT: And trees sometimes get their appearance messed up when a custom level is loaded, mixing dead tiles with living ones. This does not affect anything other than graphics.


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: ATP on November 16, 2013, 07:42:56 PM
Can I have a list of the new enemy names so I can put them in with Magic Signs?


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: Moloch on November 16, 2013, 10:10:37 PM
Can I have a list of the new enemy names so I can put them in with Magic Signs?

oBlob
oCobra
oGreenSpider
oGreenSpiderHang
oGreenFrog
oFrogSpit - set xVel/yVel on creation (sprite will auto face left/right based on xVel)

oMan - default variables:
hat = sLinkHat // hat sprites available: sLinkHat, sSantaHat, sCrownHat, sWizardHat, sHelmet, sGhostMask, sSpelunkerMask, sTunnelMask, sDamselMask, sShopkeeperMask, sBlobMask
drop = oGoldNugget // object to drop on death
dropNum = 1 // number of 'drop' objects to drop on death
friendly = false // is friendly to player until he takes damage
canThrow = true // can pick up and throw rocks
armed = false // is holding rock
armedBomb = false // is holding bomb
showHat = true // if hat is visible
bombs = 0; // bomb inventory count
mage = false; // has magic abilities
willJump = false; // if will try to hop up next time he comes to a wall

These child objects set the hat/abilities/drops of certain types of oMan:
oManLink, oManCrown, oManWizard, oManHelmet, oManBomber, oManBlob, oManSanta

oMiniOlmec

oFloater (based on scarabs, but unfriendly)
Defaults:
iVel = 2 // initial velocity (when starts moving)
slow = 0.03 // slowdown per step
waitMin = 0.5 // after stopping, min/max seconds to wait until start moving again
waitMax = 3
explosive = false // if explodes on death or contact with player
range = 128 // will try to move toward player if he is in this range

oFireball - much the same as oMagma but does not spawn a magma man after hitting the ground (default xVel/yVel launches in random upward direction on creation)

oHurt - a generic damage on touch object, set whatever sprite you like...these are either stationary or orbiting, can't be used as projectiles (no xVel/yVel). Has these default variables:
damage = 1
invincible = true (if false, oHurt is destroyed on first contact with player)
enemy = false (if true, it will also cause damage to other enemies and Damsel)
knockback = 6 (player knockback amount caused)
orbit = false // orbiting movement
radius = 48 // distance of orbit from target
spd = 2 // speed of orbit
originX = x+8 // coords to orbit around
originY = y+8
reverse = false // orbit direction

edit: try oHurt with 0 damage and lots of knockback for cool 'push' effects





Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: ATP on November 16, 2013, 10:34:24 PM
Thanks!


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: ATP on December 27, 2013, 03:03:54 PM
Is there any way to make the Floaters do more damage?


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: Moloch on December 27, 2013, 04:47:04 PM
Is there any way to make the Floaters do more damage?
There's no variable to easily do it. Like other enemies they do 1 damage on touch. You would need to do some Magic Signs trickery i'm afraid.


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: ATP on December 27, 2013, 05:41:52 PM
Is there any way to make the Floaters do more damage?
There's no variable to easily do it. Like other enemies they do 1 damage on touch. You would need to do some Magic Signs trickery i'm afraid.
It might be possible to make some invisible oHurt objects follow them around. I'll try that.

EDIT: I hate to ask this, but do you think you could add a variable to do that?disregard that.


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: ATP on December 27, 2013, 09:33:10 PM
Whenever I get thrown by an enemy while I'm holding a machete it turns invisible until I find it and swing it again.


Title: Re: YASM 1.7 (Yet Another Spelunky Mod)
Post by: Moloch on December 28, 2013, 07:20:24 AM
Whenever I get thrown by an enemy while I'm holding a machete it turns invisible until I find it and swing it again.
Thanks, i'll check it out.
There is something in Magic Signs that will allow an object to attach/follow another for sure, but I can't give an example because i'm rusty and would have to relearn MS.


Title: Re: Yet Another Spelunky Mod (YASM) 1.8
Post by: Moloch on May 17, 2014, 08:48:51 PM
Updated to 1.8 (http://mossmouth.com/forums/index.php?topic=1247.0).


Title: Re: Yet Another Spelunky Mod (YASM) 1.8
Post by: halibabica on May 18, 2014, 07:43:24 AM
Sprite mods?  That's pretty nuts!  I'm sure it's still a lot of sprites to replace the player completely, though...


Title: Re: Yet Another Spelunky Mod (YASM) 1.8
Post by: Moloch on May 18, 2014, 07:51:58 AM
Sprite mods?  That's pretty nuts!  I'm sure it's still a lot of sprites to replace the player completely, though...

Yeah. The shopkeeper pack is 30 sprites (most of them multi-frame strips), so that's a pain if starting from scratch but thankfully Arucard previously did all the work for the shopkeeper player sprite. Maybe another time I'd like to try the method Urza mentioned where I could swap character included character sprites in-game, then extra characters could be more easily added (Shopkeeper, ManTraps..?). Making sprite mods for items and blocks is much easier.