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Games => Source => Topic started by: marsgreekgod on August 06, 2011, 10:50:12 PM



Title: Tastes like ultra booms
Post by: marsgreekgod on August 06, 2011, 10:50:12 PM
http://www.mediafire.com/?taudl6d6u8ajd66

Less random! more fun! I did a change long this time! (ha thats funny, me do a change log, I had Baekara do it for me, becuse bae's cool)

It's a beta, so still a few bugs, but you know, more weird things then bugs.

The change long of TLS Ultra Booms is in Baekara's post, bellow.


Title: Re: Tastes like ultra booms
Post by: Bae on August 06, 2011, 10:54:05 PM
TO DO LIST:
Fix boss room again
Add new bombastic enemies
Play with the explosion code for some objects so that it works the way we want

VERSION HISTORY:
Current Public Release- Beta0.8

==0.8==
Fixed Hanging spiders not exploding when killed
Fixed Yetis not waiting 11 frames to explode when theyve lost all hp
Added a new test bomb
Fixed the boss room so you cant just stand at the bottom ballsed it up

==0.7==
Fxed typo in the .EXE name. The game is now "TASTES like" instead of "TASTE like".
Made it so human type enemies dont explode when eaten, but do when drained of hp
Fixed both Spider types exploding when changing position from hanging to moving
Fixed Giant alien not exploding upon death

==Pre 0.7==
Started anew on July 9 with the current build of TLS (Late June/Early July '11).
Experimented with delays on the explosions. Settled on an 11 frame delay although there are 3 and 75 frame delay early beta versions.
Made the player trigger a huge explosion upon death.
Prevented totem traps from spawning due to a tendancy to cause random explosions.
Made cavemen explode when health is gone
Removed this feature from Cavemen and added to Yetis (albeit broken)
Went back and forth on mantraps exploding
worked towards lessening the chance of the level going up in explosions at random
Prevented the boss level from exploding upon entry of the level
Made a new boss room
Enemies dont just explode when eaten
Fixed other misc glitches
Attempted various balancing
Other stuff niether of us remember


Title: Re: Tastes like ultra booms
Post by: marsgreekgod on August 06, 2011, 11:00:35 PM
I said you helped! * totally didn't edit earler post*


Title: Re: Tastes like ultra booms
Post by: Bae on August 06, 2011, 11:08:00 PM
no of course not and you totally didnt go back to edit that last post once you realized that you forgot to use spellcheck and thus spelt "earlier" wrong nope

Anyway, some one go play the mod and tell us what you think


Title: Re: Tastes like ultra booms
Post by: Sparkle on August 07, 2011, 02:31:13 AM
YAYYYY BAE SAYS 'SPELT' TOO!  :D

ontopic- yeah. I am rather Excite to play this C:<


Title: Re: Tastes like ultra booms
Post by: marsgreekgod on August 07, 2011, 09:04:55 AM
ontopic- yeah. I am rather Excite to play this C:<
let me know what you think


Title: Re: Tastes like ultra booms
Post by: Bae on August 07, 2011, 05:54:42 PM
Mars
Mars
You forgot to take out the debug before posting again didnt you
Oh well its beta anyway


Title: Re: Tastes like ultra booms
Post by: Kegluneq on August 07, 2011, 06:58:19 PM
Looks fun, I'll give it a shot when I have some time.


Title: Re: Tastes like ultra booms
Post by: marsgreekgod on August 07, 2011, 08:23:19 PM
Mars
Mars
You forgot to take out the debug before posting again didnt you
Oh well its beta anyway
Your getting "forgot" and "lazy" mixed up


Title: Re: Tastes like ultra booms
Post by: Kegluneq on August 07, 2011, 11:51:03 PM
Got a jetpack and ninja stars on level 2. But those freaking frogs....


Title: Re: Tastes like ultra booms
Post by: marsgreekgod on August 07, 2011, 11:57:20 PM
Got a jetpack and ninja stars on level 2. But those freaking frogs....
How did you feel about the 64% slower booms and frames bad guys wait before tehy blow up? (11 frames as a matter of fact you can jump on bad guys with out dieing if your good!


Title: Re: Tastes like ultra booms
Post by: Bae on August 08, 2011, 12:30:32 AM
Yes please to be telling us your fine opinion mine alone does not make for reliable beta testing

also frogs are the bane of everything no matter what mod it is


Title: Re: Tastes like ultra booms
Post by: Kegluneq on August 08, 2011, 08:12:44 AM
Got a jetpack and ninja stars on level 2. But those freaking frogs....
How did you feel about the 64% slower booms and frames bad guys wait before tehy blow up? (11 frames as a matter of fact you can jump on bad guys with out dieing if your good!
I noticed. I really liked it as it made things MUCH more possible. It's also really fun seeing a wave of explosions coming your way, but actually be able to outrun it this time!


Title: Re: Tastes like ultra booms
Post by: marsgreekgod on August 08, 2011, 08:19:26 AM
Got a jetpack and ninja stars on level 2. But those freaking frogs....
How did you feel about the 64% slower booms and frames bad guys wait before tehy blow up? (11 frames as a matter of fact you can jump on bad guys with out dieing if your good!
I noticed. I really liked it as it made things MUCH more possible. It's also really fun seeing a wave of explosions coming your way, but actually be able to outrun it this time!
That was really the theme with this mod, and with baekara's help I think we got something that makes it a fun game.

And it's so far removed from the frist verson of spelunky


Title: Re: Tastes like ultra booms
Post by: Kegluneq on August 08, 2011, 09:45:48 AM
Indeed. I actually have to stop myself from doing my old Vanilla habits, like whipping pots to ensure baddies don't hit me.


Title: Re: Tastes like ultra booms
Post by: Sparkle on August 08, 2011, 02:09:45 PM
Before I do start playing this, I really should familiarize myself with TLS more, shouldn't I? o:


Title: Re: Tastes like ultra booms
Post by: marsgreekgod on August 08, 2011, 02:17:39 PM
No, play this and just guess.


Title: Re: Tastes like ultra booms
Post by: Bae on August 08, 2011, 03:21:55 PM
yeah, in the end the stuff ported over from TLS wont be able to help you that much since nothing will protect you from the level blowing up, just eat items and pray its useful to you


Title: Re: Tastes like ultra booms
Post by: Bae on August 08, 2011, 03:57:22 PM
Time for some bug/balance reports

(http://i51.tinypic.com/fvikh0.jpg)
  • Lava did not animate in boss room (see pic)
  • Olmec did not die (see pic) Exit thus couldnt open
  • You still havent fixed the ladder (let's people go down it to cheat, also still doesnt have the ladder bit on top of the platform to make it look pretty and like the generated ladders)
  • The boss is impossible (if youre fighting the legit way) without rope
  • The metal block alcoves on the left side wont save you from the exploding floor
  • The exit appears as an entrance door until you win. Not sure if its like this in the vanilla, I was sure nothing was there until you won


Title: Re: Tastes like ultra booms
Post by: Sparkle on August 08, 2011, 09:31:25 PM
welp, in 63 tries, i got to level 3, twice :D


Title: Re: Tastes like ultra booms
Post by: marsgreekgod on August 09, 2011, 12:02:11 AM
congrats sparkle devon.

thats better then others have done


Title: Re: Tastes like ultra booms
Post by: Sparkle on August 10, 2011, 12:43:05 AM
Really? I feel awesome now.


Title: Re: Tastes like ultra booms
Post by: Bae on August 10, 2011, 01:37:11 AM
Hey man ive beaten the whole game

With shortcuts but still, every area, all four levels

Still, Id have to say level 3 is still pretty good for someone who isnt the beta tester :b


Title: Re: Tastes like ultra booms
Post by: Sparkle on August 10, 2011, 01:51:07 AM
also, before this, i really didn't ever play TLS before. i mean, i played the tutorial, but then i just didn't play it anymore. anyways, I reached level 4 at least once in another 30 goes, and level 3 at least 4 more times c:
edit: around 115 goes total, i got to level 5 c:


Title: Re: Tastes like ultra booms
Post by: marsgreekgod on August 10, 2011, 09:57:44 AM
Sweet. I need to work on this some more


Title: Re: Tastes like ultra booms
Post by: Sparkle on August 10, 2011, 10:39:04 AM
Yeah, I found some of the Debugger stuff, and played around with all the '9' Bombs. I places about 200-500 around the start, and hid in a small crevice underneath it. It was the most spectacular fireworks show I'm seen in ages :D


Title: Re: Tastes like ultra booms
Post by: Bae on August 11, 2011, 10:37:18 PM
Protip: The new bombs (9 key) dont hurt you

I'm not sure if thats supposed to be that way or not though, so be careful in future releases for if Mars changes it


Title: Re: Tastes like ultra booms
Post by: Kegluneq on August 11, 2011, 11:44:53 PM
Fish don't explode?


Title: Re: Tastes like ultra booms
Post by: marsgreekgod on August 12, 2011, 12:05:24 AM
Fish don't explode?
Remember how in the gold game the jungle randomly blew up? thats how I fixed it.


Title: Re: Tastes like ultra booms
Post by: Kegluneq on August 12, 2011, 01:12:55 PM
Ah, I see. And I guess it kind of makes sense, seeing as how fire and water don't quite mix.


Title: Re: Tastes like ultra booms
Post by: marsgreekgod on August 12, 2011, 02:34:05 PM
It's just that the die when the level starts some times...

Also had to get rid of spike traps, for the same reason


Title: Re: Tastes like ultra booms
Post by: Bae on August 12, 2011, 06:16:02 PM
Fish don't explode?

Yep, as Mars said with the levels blowing up, also it makes them nigh impossible to kill without getting killed, he hasnt fixed zombie fishbones the same way though

also, hey mars, I know I just sent this to you in msn but im going to post it here too since youre all busy modo

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

Error in code at line 1:
   if (not owner.swinging)
                ^
at position 15: Unknown variable swinging

Happened when killing a Spelunker, I'm assuming he was in his attack state, may or may not have to do with the fact that Spelunker also doesnt wait 11frames to blow up, a few enemies dont but im writing up a new bug list for you that has all of them

Edit: Also its a fatal error in the sense that it keeps popping up when i try to ignore


Title: Re: Tastes like ultra booms
Post by: halibabica on August 12, 2011, 07:58:31 PM
I know why that happened!

It's because the Spelunker had his whip out when you killed him.  I'm assuming that making him explode destroys his instance.  The whip's 'owner' variable is directed to that instance, so if the whip is out when Spelunker's instance is destroyed, the whip loses a variable in its step event that causes the error.  I thought I fixed that, but apparently not...


Title: Re: Tastes like ultra booms
Post by: marsgreekgod on August 12, 2011, 09:13:58 PM
I know why that happened!

It's because the Spelunker had his whip out when you killed him.  I'm assuming that making him explode destroys his instance.  The whip's 'owner' variable is directed to that instance, so if the whip is out when Spelunker's instance is destroyed, the whip loses a variable in its step event that causes the error.  I thought I fixed that, but apparently not...
ah ha! I thought that was it.

Any chance I can bug you for some bug fixing help?


Title: Re: Tastes like ultra booms
Post by: Bae on August 12, 2011, 11:01:43 PM
Neat, I thought it was from removing him during attack animation too, I should see if Tunnelman does the same thing.

Although, if you fix their delay bug it shouldn't happen, the Spelunker will get out of the Attack state before the explosion happens and the problem should be moot at that point.

Edit: Tunnel man seems fine, though his pick stays on screen for a fraction of a second


Title: Re: Tastes like ultra booms
Post by: halibabica on August 13, 2011, 04:43:27 AM
You should double-check them both anyway.  Between them, they have a whip, pre-whip, pick, and pre-pick that can all get messed up by them dying while swinging.  I'm pretty sure Spelunker's blade slash object uses his whip as a parent, so you don't need to change that, nor do you need to worry about his projectile weapons.


Title: Re: Tastes like ultra booms
Post by: Bae on January 26, 2014, 10:32:14 AM
I just want to remind everyone how great this mod we made is

2/3 years later


Title: Re: Tastes like ultra booms
Post by: bloxxin on January 26, 2014, 01:27:20 PM
Is it me or a bunch of people are changing their profile pics all of the sudden? They haven't changed otherwise in a year.

Back on topic, this mod is explosively fun! Not to mention the massive amount of YASDs this can cause! I would recommend a quick restart button, so that less time is spent on the score screen.

also frogs are the bane of everything no matter what mod it is
How about GIANT FROGS THAT SPIT FROGS?!?!


Title: Re: Tastes like ultra booms
Post by: Bae on January 26, 2014, 07:55:27 PM
Is it me or a bunch of people are changing their profile pics all of the sudden? They haven't changed otherwise in a year.

well when you make a post for the first time in over a year you wanna look snazzy

a quick restart button is possible but it would be a bit funky probably, there's a debug key that puts you in the "beat level 15" screen so we can get to olmec quick to test him. a similar thing for other levels could work.

if youre talking about the giant frogs from HD that's *sorta* possible, but would require us making a copy of say the yeti king and editing the heck out of it (and lazily upresing a frog sprite because no way im customing that)

there is a bat in the game now that tosses carpet bombs though so thats sorta similar right


Title: Re: Tastes like ultra booms
Post by: bloxxin on January 26, 2014, 08:10:44 PM
Is it me or a bunch of people are changing their profile pics all of the sudden? They haven't changed otherwise in a year.
if youre talking about the giant frogs from HD that's *sorta* possible, but would require us making a copy of say the yeti king and editing the heck out of it (and lazily upresing a frog sprite because no way im customing that)\

I wasn't saying to add the giant frog from HD into this mod, I was saying that a giant frog is worse than any other frog. (I am having ideas of putting this into my mod, ㅋㅋㅋ)


Title: Re: Tastes like ultra booms
Post by: halibabica on January 27, 2014, 05:00:29 PM
I changed my avatar because I'm starting over with my Spelunkying comics soon.

This mod was pretty nuts.