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Games => Source => Topic started by: TiMMyyMMiT on July 30, 2010, 02:09:13 AM



Title: Spelunky Cave Inn Mod
Post by: TiMMyyMMiT on July 30, 2010, 02:09:13 AM
SPELUNKY CAVE INN MOD
(http://www.freeimagehosting.net/uploads/6471eb94d7.jpg) (http://www.freeimagehosting.net/)

EDIT 03/08/10: CAVEINN MOD1.1.1: http://www.megaupload.com/?d=L3ZQA8SY (http://www.megaupload.com/?d=L3ZQA8SY)

this update fixes bugs from the first release:
   spelunker character can now get past the first stage
   shopkeeper now shows up in the transition screens instead of spelunler
   shopkeeper no longer nerfed. starts with shotgun.

A new bug has arisen with the shopkeeper. His shotgun tends to dissapear when entering a new level and then reappear a few seconds into the next level, also the shotgun will sometimes duplicate but you can only hold one at a time so I have just left it for now.

I am releasing the source code if anyone wants to have a look at it.

CAVINN SOURCE: http://www.megaupload.com/?d=3UOI03RG (http://www.megaupload.com/?d=3UOI03RG)


Also, check out Spelunky Corpse mod: http://mossmouth.com/forums/index.php?topic=1259.0
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Firstly thank you to Derek Yu and everyone who worked on the original game and a thank you to the makers of the Shopkeeper Mod off whom I 'borrowed' the extra sprites for the shopkeeper character.


This is the first mod that I have put up on this board.

GAME FEATURES:
                    extended title screen to make room for "cave inn" (its a pun, get it?)
                    4 playable characters including original spelunker,damsel,tunnelman and shopkeeper
                    individual starting stats (life,bombs,rope)
                    individual attack for shopkeeper (like that in the shopkeeper mod)
                    Extended highscore room. Shows which characters you have cleared the game with

CAVE IN MOD V1.1: http://www.mediafire.com/?lko3bqavo86ssnz (http://www.mediafire.com/?lko3bqavo86ssnz)


FUTURE FEATURES:
                    Original characters of both/either fantasy (trolls/orcs/elves) or realistic
                    (pirate,grave robber,treasure hunter) themes
                    Different starting equipment for each character ie bow for hunter class etc


I would love to work with anyone is good or fast at creating original sprites (fantasy or other) who would like to see this mod with more characters.

I am also open to any ideas to improve this mod or ideas for any other project

EDIT: I am also interested in any character type that any of you think would go well in this mod


Title: Re: Spelunky Cave Inn Mod
Post by: Patrick on July 30, 2010, 06:18:28 AM
Four playables!  ;D

When online coop is ready, combining that and this mod would be awesome.


Title: Re: Spelunky Cave Inn Mod
Post by: smokcheez on July 30, 2010, 06:19:01 AM
Wow! I really like this! Very good title screen effect. Awww I wanna be a pirate.


Title: Re: Spelunky Cave Inn Mod
Post by: TiMMyyMMiT on July 30, 2010, 06:25:54 AM
Yeah, fully plan to finish at lease one original character (maybe a ninja). I am waiting to see if anyone else has a whole day to waste making sprites for me or if I am going to have to do it myself.

I thought of making one of the monsters a playable like a snake that bites things or caveman but didn't like that idea enough to do anything about it yet.


Title: Re: Spelunky Cave Inn Mod
Post by: smokcheez on July 30, 2010, 06:27:14 AM
If the pirate had a sword, I would be satisfied.


Title: Re: Spelunky Cave Inn Mod
Post by: TiMMyyMMiT on July 30, 2010, 06:29:56 AM
Well the plan is to give the shopkeeper a shotgun to start and, yeah, the pirate gets the knife or I make a cutlass for him and to make say a hunter who gets a knife and/or bow


Title: Re: Spelunky Cave Inn Mod
Post by: smokcheez on July 30, 2010, 06:32:56 AM
Dwarf Fortress Spelunky Mod?  ;D


Title: Re: Spelunky Cave Inn Mod
Post by: Patrick on July 30, 2010, 04:29:41 PM
Well the plan is to give the shopkeeper a shotgun to start and, yeah, the pirate gets the knife or I make a cutlass for him and to make say a hunter who gets a knife and/or bow
Spelunker = whip
TM = mattock
Shopkeeper = shotgun
Damsel = new item?


Title: Re: Spelunky Cave Inn Mod
Post by: DungeonPheonix on July 30, 2010, 05:33:52 PM
I actually like how the shopkeep bashes things with an empty shotgun. I'd give him a discount at shops instead but that's just me. Speaking of shotguns, the actual shotgun sprite seems to have moved down a few pixels.

Also, the shopkeep's sprite is replaced by the spelunker's during level transitions and the end sequence.


Title: Re: Spelunky Cave Inn Mod
Post by: TiMMyyMMiT on July 31, 2010, 04:04:53 AM
Thanks Phoenix, I was aware of the transition room problem and am planning to have that fixed up in the next release. I Shopkeeper may get a working shotgun as well as the bashing one but I am considering making new replacement characters for the existing four ie. damsel replaced by dancer.

It seems like I am not going to get much help in the spriting department (or at least not yet) so I am working on up to 30 new characters.

I nearly didn't but here is a couple of possible characters: Ninja, Riot Police, Mad Scientist and Commando
(http://img37.imageshack.us/img37/1159/groupzr.png)


Title: Re: Spelunky Cave Inn Mod
Post by: smokcheez on July 31, 2010, 05:47:49 AM
Ninja=ninja stars or katana
Riot Police= Shield and club-thing
Mad scintist=potions? i dunno
Commando=some awesome gun


Title: Re: Spelunky Cave Inn Mod
Post by: TiMMyyMMiT on July 31, 2010, 06:39:55 AM
Nearly.
Ninja = ninja stars and katana,spring shoes (jump high) and always run
Riot Police = Shotgun and grenades (these ones don't fuck around)
Mad scintist = Built in teleporter and flubber shoes (jordans) and specticles
Commando= grenades, parachute and assault rifle.

Ps. I have finished first sprites for just over 20 chars. Going to pick my favs and make them complete starting with ninja I think


Title: Re: Spelunky Cave Inn Mod
Post by: smokcheez on July 31, 2010, 07:35:13 AM
I still say the riot police should have some sorta shield. For realism.


Title: Re: Spelunky Cave Inn Mod
Post by: eguee on July 31, 2010, 08:46:32 AM
Add in the ninja suit from TLS for the ninja and I'll be very happy. The shuriken is my second favorite weapon in TLS (Ropes first).


Title: Re: Spelunky Cave Inn Mod
Post by: Patrick on July 31, 2010, 05:49:53 PM
Am I missing something, or does Shopkeeper have one nerf (fewer items to begin) and no buffs? Maybe he should also be able to press d (or whatever key) to pull out or put away a regular shotgun that can't be dropped?

As for characters to include, well... Vampire! Do it!

Also, bug report, trying to enter the Tunnel Man room as Spelunker causes the Spelunker to be frozen on the spot, looking up.

OH AND ANOTHER THING
The black guy is called "Digger", eh?


Title: Re: Spelunky Cave Inn Mod
Post by: TiMMyyMMiT on August 02, 2010, 11:12:46 PM
Just added latest version that fixes all the problems I have found but it does add one more small one. Still very playable and fun.

Also, made a new mod last night, just a small one. Find it here

CORPSE MOD: http://mossmouth.com/forums/index.php?topic=1259.0 (http://mossmouth.com/forums/index.php?topic=1259.0)


Title: Re: Spelunky Cave Inn Mod
Post by: Pteriforever on August 03, 2010, 04:27:10 AM
could you please use Mediafire or some other host that doesn't make you wait 45 seconds please?


Title: Re: Spelunky Cave Inn Mod
Post by: Pteriforever on August 03, 2010, 04:46:39 AM
I've just found a hilarious glitch.

If you choose the shopkeeper, and then go to the normal tunnel man door (the one with four trophies), you get to play as both at the same time.

I'd also like to play as a cultist or a yeti.

Also, you can't enter the tutorial door.


Title: Re: Spelunky Cave Inn Mod
Post by: DialFforFunky on August 03, 2010, 05:58:14 AM
I'd also like to play as [...] a yeti.

Great idea! Seconded!

F


Title: Re: Spelunky Cave Inn Mod
Post by: Bae on August 03, 2010, 06:19:10 PM
TURN ALL STUNABLE ENEMIES INTO PLAYERS

FEELS GOOD MAN

But Really, if youre going to make one might as well make them all

lets see how many are there... might as well bring up the kali page on the wiki since  all stunnables are sacrifices...

Vampire, Mantrap, Caveman, Yeti, Hawkman


Title: Re: Spelunky Cave Inn Mod
Post by: TiMMyyMMiT on August 03, 2010, 10:31:15 PM
A REPLY TO THE LAST FEW POSTS-

I will use something like mediafire in the future for the downloads however I probably won't bother changing any of the current links, at least not for a while.

I have decided to leave this project as is (which is why I released the source). I have begun a new one under the same concept but I will be removing all the current characters and adding all original ones. For this reason I will probalby not impliment the yeti as playable although I did already have plans for a vampire and mummy (but not the current ones). I also like the idea of a cultist so I will add that to my 'to-do list'.

I won't release any of this new mod until I have at least 5 new characters complete (almost finished ninja) but keep an eye out for the mod comming in the next month or so.


Title: Re: Spelunky Cave Inn Mod
Post by: Patrick on August 04, 2010, 12:34:38 AM
this update fixes bugs from the first release:
   spelunker character can now get past the first stage
   shopkeeper now shows up in the transition screens instead of spelunler
   shopkeeper no longer nerfed. starts with shotgun.

A new bug has arisen with the shopkeeper. His shotgun tends to dissapear when entering a new level and then reappear a few seconds into the next level, also the shotgun will sometimes duplicate but you can only hold one at a time so I have just left it for now.

I have an idea - make the shotgun un-droppable, but accessed like bombs and ropes, so you can cycle through them with c. Or maybe d to pull it out/put it away.


Title: Re: Spelunky Cave Inn Mod
Post by: marsgreekgod on August 05, 2010, 11:21:12 AM
TURN ALL STUNABLE ENEMIES INTO PLAYERS

FEELS GOOD MAN

But Really, if youre going to make one might as well make them all

lets see how many are there... might as well bring up the kali page on the wiki since  all stunnables are sacrifices...

Vampire, Mantrap, Caveman, Yeti, Hawkman
I don't think mantrap should be done.
becuse it would be as good as tastes like.

but Ninja and Mad Scientist? SO YES,


Title: Re: Spelunky Cave Inn Mod
Post by: ginsolda on May 12, 2011, 09:20:16 PM
has any one tried to finish this?


Title: Re: Spelunky Cave Inn Mod
Post by: Drelua on February 12, 2012, 05:19:44 AM
I know this thread has been quiet for a while, but the link to version 1.1.1 is down. Can anyone post a working download link?


Title: Re: Spelunky Cave Inn Mod
Post by: Sparkle on February 12, 2012, 10:20:16 PM
I wish I could, but I didn't download it before the link was broken.

Sorry I can't be of any help :(


Title: Re: Spelunky Cave Inn Mod
Post by: Wieprzek on December 26, 2012, 10:50:15 AM
I'd give Damsel her special weapon. TM attacks with a mattock, Shopkeeper with a shotgun, so Damsel idk. maybe a handbag  :D


Title: Re: Spelunky Cave Inn Mod
Post by: Wieprzek on December 26, 2012, 10:55:08 AM
I wish I could, but I didn't download it before the link was broken.
Strange, at me the download link works


Title: Re: Spelunky Cave Inn Mod
Post by: Nathan on December 26, 2012, 12:38:30 PM
The member who was making this isn't active anymore. Sadly it will most likely never be finished