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Games => Source => Topic started by: hyperme on December 26, 2012, 09:13:50 AM



Title: Psi-lunky (alpha 8)
Post by: hyperme on December 26, 2012, 09:13:50 AM
Spelunky, now with psionic powers. This is becoming less of a proof of concept, as I try adding balance or advance mechanics.

Linky (https://www.mediafire.com/?6jam1ccljlgr303)

CONTROLS:

Mouse to move cursor!
Click to unleash mind power!
Scroll wheel or 1-4 to choose mind power!
Right click to open equip menu!
Then use scroll wheel to choose a power and 1-4 to equip to a slot!
Right click to close menu again!


If you get the Azure Charm, you can get goodies from Pala by not annoying him. Pala likes living things, provided they come from Earth, hates undead, and is entirely indifferent to botany. Also a certain subset of people really tick him off.

Also: Alternate character loadouts. Hit the A in the scores room to switch to B!

Alternate Spelunker:

+Starts with 10hp
+Has a Machete instead of whip
*Starts with 2 bombs and 2 ropes
-No starting powers, less start energy
-No Damsels!

Alternate Damsel

+Start with Smite and Recycle power
+The mind is strong!
-But the body is weak...
-No help from gods.


Title: Re: Psi-lunky (pre-alpha)
Post by: Skoke on December 26, 2012, 09:58:20 AM
Details?
sounds cool though


Title: Re: Psi-lunky (pre-alpha)
Post by: hyperme on December 26, 2012, 10:17:26 AM
It's a tiny concept test. You get a cursor loaded with four powers of varying usefulness. The powers are (oh noes spoilers!):

Teleport!
Summon Push Block!
Summon Block!
Create Explosion!

Also features passable art for each power on the cursor thing.


Title: Re: Psi-lunky (pre-alpha)
Post by: Nathan on December 26, 2012, 12:39:34 PM
Looks cool. Will download


Title: Re: Psi-lunky (pre-alpha)
Post by: Moloch on December 27, 2012, 02:58:30 PM
Interesting...will the controls work more like Terraria or Trine since we'll need one hand for the mouse?


Title: Re: Psi-lunky (pre-alpha)
Post by: Skoke on December 27, 2012, 03:21:30 PM
I havent tried it yet, but my control scheme for the portal mod is:
wasd- movement
space bar- jump
shift-whip
q and e is quick bomb and rope
I left default switch and purchase because I use quick bomb and rope more often, and I can take my hand off the controls to purchase something

I need a run button. Currently its shift but that creates problems with whipping, like throwing damsels into the abyss when I try to run
Then mouse in the other hand

Does the door below olmec do anything yet?


Title: Re: Psi-lunky (pre-alpha)
Post by: TyrOvC on December 28, 2012, 07:48:40 PM
Pretty fun idea. I ran through exploding everything in a city of gold run.
(http://i.imgur.com/Bay8Y.png)
The cursor is really sticky, especially when moving the mouse fast or while its at the edge of the screen. Only major problem I was bothered by.

Instead of just mousewheel for selecting powers, keybindings for each power would be nice.

I bet some pretty fun puzzles could be made out of stuff like this, but I'd think it'd be really hard to balance the default game to be as difficult without nerfing the powers to rare gimmicks.


Title: Re: Psi-lunky (pre-alpha)
Post by: Arucard on December 29, 2012, 04:21:16 AM
Maybe he has to sacrifice gold for each use of the powers, or some custom item that powers his psionic abilities temporarily. I don't play anymore, but nice idea, glad to see it under construction.


Title: Re: Psi-lunky (alpha 1)
Post by: hyperme on December 29, 2012, 02:00:16 PM
Update!? This adds some key bindings (which are actually coded ughly, it retrospect), and and energy system. How it works is that powers use up energy, which slowly recharges. Stats about the energy.

You start with three. This can be increase by acquiring Big Amethysts, which are purple gems currently only available in the Specialty Shops. Each one increase the max energy by one.
The base regeneration rate is 10 seconds for one unit. Every small Amethyst absorbed decreases this by one second. Said gems are found in General and Specialty Shops.
Teleport costs 3 energy, Blue Block and Explosion cost 2 energy, and the Purple Block costs 1 energy.

The current plan now is:

-More powers! There's idea to be had here. I'm open to suggestions.
-A way to get powers. Currently you start with all the powers. Later I want to make so you buy or find tablets/plates which give you new powers. This could also lead to new structures in levels to contain these plates.
-Some way to equip powers. Instead of building up a bunch of powers and having them all 'loaded' at once, you load 3 or 4 onto the cursor, and switch out as needed using a menu.
-Fix that cursor. It is sticky. Any suggestions to help with this would be nice.


Title: Re: Psi-lunky (alpha 1)
Post by: Nathan on December 29, 2012, 06:48:46 PM
I played it and really liked it. I think it needs work on two things

1. Controls. I cant whip walk and use powers at the same time.

2. Challenge. Try to make it as hard as normal Spelunky.


Title: Re: Psi-lunky (alpha 1)
Post by: Skoke on December 29, 2012, 07:05:10 PM
Maybe add a power that puts enemies to sleep
Telekenisis: Move an object around with your cursor for a while. You can use weapons while levitating them


Title: Re: Psi-lunky (alpha 1)
Post by: TyrOvC on December 29, 2012, 09:00:31 PM
I know I've struggled with coding a smooth tiled cursor in game maker before for an unfinished game. I'll see if I can dig it up.

Edit:
Actually, is the spelunky editor cursor that bad? Might just be that I haven't messed with it in a while, but


Title: Re: Psi-lunky (alpha 1)
Post by: Skoke on December 30, 2012, 10:44:44 AM
You shouldnt put the powers into shops
you cant rely.on the right shop to spawn early in the game

If you plan on swapping out powers via menu then make powers purchasable in that menu. That way you can access powers as soon as you have enough funds. Instead of hoping for a shop

What does the door below olmec do?
does it do anything yet?
In the CoG spawning push blocks creates golden pushbocks instead of purple ones. Blue stays the same. They still fade away though (I think, I actually.forgot to let it fade, but it got darker before I blew it.up)


Title: Re: Psi-lunky (alpha 1)
Post by: hyperme on December 30, 2012, 11:09:43 AM
Door doesn't do anything yet. Also parenting objects leads to funkiness it seems.


Title: Re: Psi-lunky (alpha 1)
Post by: Nathan on December 30, 2012, 01:37:41 PM
Do have the shops. Just force a power shop to spawn in the first world


Title: Re: Psi-lunky (alpha 1)
Post by: Skoke on December 30, 2012, 04:16:23 PM
But what if you don't have enough money?
This adds a huge component to the game and making it a shop item makes it to where you can have a whole run without getting powers


Title: Re: Psi-lunky (alpha 1)
Post by: Nathan on December 30, 2012, 04:40:50 PM
You could start with a default power... But maybe power "enhancement" shops


Title: Re: Psi-lunky (alpha 1)
Post by: Urza on December 31, 2012, 02:26:19 AM
I noticed you based this on Editor Plus* and I couldn't resist:

The first ever Psi-Lunky level: Burn, Witch, Burn! (http://spelunkylevels.tyr-net.net/?do=showlevel:133)

I tried to think of how to make a level still be challenging with all those powers, and I decided a time limit would be the only way. So I figured everybody like lava, right? Have fun!  ;D

*Speaking of that, it looks like you based it on the version with the messed up unicode level format.


Title: Re: Psi-lunky (alpha 1)
Post by: Arucard on December 31, 2012, 07:53:40 AM
What if you did a TLS sorta thing, where the collected items give you powers? Then you could add those special items to shops and get it both/either way(s).


Title: Re: Psi-lunky (alpha 1)
Post by: hyperme on December 31, 2012, 08:32:57 AM
The current plan is to have 'power plates' spawn in two ways:

1. In shops. Plates either are related to the shop type (ie a 'Blast Plate' in Bomb shops') or appear in an 'Artifact Shop'.
2. In 'tombs'. Basically, smaller versions of the Crystal Skull structures. Throw in some Red Skeletons to be scary and things are good.

I've also considered a second altar system to another random god, but I'm not sure how to make it different from the Kali altars.

Oh, and it stands to reason that the City of Gold Vault will contain at minimum the power to open the path to Area 5. And treasure.


Title: Re: Psi-lunky (alpha 1)
Post by: Nathan on December 31, 2012, 03:29:33 PM
I noticed you based this on Editor Plus* and I couldn't resist:

The first ever Psi-Lunky level: Burn, Witch, Burn! (http://www.spelunkylevels.tk/?do=showlevel:133)

I tried to think of how to make a level still be challenging with all those powers, and I decided a time limit would be the only way. So I figured everybody like lava, right? Have fun!  ;D

*Speaking of that, it looks like you based it on the version with the messed up unicode level format.

Nice :D. It looks like this mod will be big.


Title: Re: Psi-lunky (alpha 1)
Post by: hyperme on January 02, 2013, 01:15:35 PM
Grah coding a menu type thing into Spelunky's pause is stupidly fiddly. The amount of powers probably won't be that high, so I can just cram them all into one selection list. Get a power, it goes on the end.


Title: Re: Psi-lunky (alpha 1)
Post by: Moloch on January 02, 2013, 10:12:27 PM
Grah coding a menu type thing into Spelunky's pause is stupidly fiddly. The amount of powers probably won't be that high, so I can just cram them all into one selection list. Get a power, it goes on the end.

Just tossing this idea out there... If I made another mod that had needed some kind of inventory/power selection menu, I'd forget about messing with the pause menu and steal Secret of Mana's ring menu system: http://www.youtube.com/watch?feature=player_detailpage&v=5KCcrnOkjrA#t=102s

Not saying it would be any easier, but if it worked..fuck yea.


Title: Re: Psi-lunky (alpha 1)
Post by: TyrOvC on January 02, 2013, 10:18:00 PM
Any suggestions on control scheme setup? My city of gold run involved only the mouse, but now I need all the other sorts of movement


Title: Re: Psi-lunky (alpha 1)
Post by: Urza on January 03, 2013, 12:57:23 PM
Here's a few ideas, in no particular order.

In Burn, Witch, Burn, I found it very difficult to set up a situation where Block (power 3) was necessary. At half the cost, Push Bock (power 2) is a better much bargain. But on the other hand, if they cost the same, it would be rare that Push Block was preferable.

Casting blocks directly on top of enemies feels kinda cheap. Although if that was forbidden, that would make Push Block even more useful comparatively, since you could skill cast it over their heads.

Fading psi Blocks of either type probably shouldn't make brown crumbs. Either nothing or slightly more magical effect would be better.

As an idea for a weaker power, how about summoning flares? Obviously this would mainly be for dark levels, but you could also use them as throwing weapons or to set off arrow traps.


Title: Re: Psi-lunky (alpha 1)
Post by: hyperme on January 03, 2013, 01:26:25 PM
Blue Blocks are good for reaching exits above horrible peril I guess? They're also invincible, so that's something to consider. Also, once I get the power acquisition system sorted out better, you'll be able to restrict the powers available in custom levels.

Summoning (temporary?) (waterproof?) flares sounds like a good starter power.

Now to go work on that idea Moloch put in my head. Also making Psi blocks go *poof*.


Title: Re: Psi-lunky (alpha 2)
Post by: hyperme on January 09, 2013, 12:55:47 PM
An update has happened. I added two new powers and a way to equip powers. Press P to toggle it. Remember that you can't use powers while arranging them.

Also, art request because I'm terrible or something! If you reach the City of Gold, you'll now find two things: A brand new vault, which isn't final, and recoloured arrow traps, which are ugly. Would it be possible for someone who can do pixel arrangement well to provide golden versions of Arrow Traps, Tiki Traps and Omni-Thwomps? Don't worry about fire versions. Then the City of Gold can be fully gold, like in the XBLA edition. (also I can make them deluxe versions, with more danger.)


Title: Re: Psi-lunky (alpha 2)
Post by: Nathan on January 10, 2013, 02:44:33 PM
NICE! AWSOME! Thanks for working so hard on this


Title: Re: Psi-lunky (alpha 2)
Post by: Urza on January 10, 2013, 03:52:57 PM
I took a stab at the golden traps, they're not perfect, but quite passable, I think. I 'shopped them into this screenie so you can see them in action.

(http://i.imgur.com/E0WD5.png)

I just did a "pallet swap" on the actual spike animation (not shown), and I haven't tested it moving, so hopefully there won't look to strange or anything.

Anyway, you can download them here (http://www.mediafire.com/download.php?y0b2jt6pvxoy9ms).



Regarding the update, the break block power is useful, but I wish the icon weren't quite so similar the the other one. And come on, it need some kind of cool effect... at least a sound. So you feel like "Rarrr! I'm crushing walls with me mind!" :P

I'm not sure what to make of the new menu. It took me a while to figure out that only the powers with a key assigned could be selected with the mouse wheel during play, and also it came as a surprise the a power selected on the menu didn't stay active when you leave that screen.

It's currently not possible to assign a new key to a power that already has one in a single step. e.g. if Explosion is is 4 and I want to make it 3, I would first have to set 4 to something else. But what if I didn't want 4 to do anything, or I had no unassigned powers?

Oh yeah, also the menu comes up when you pay in a shop, but I assume that's temporary.


Title: Re: Psi-lunky (alpha 2)
Post by: hyperme on January 12, 2013, 02:40:33 PM
I guess Olmec's crush sound would work for the block breaker power.
I'll probably make it so switching slots works. Shouldn't be too hard (famous last words!).
Also the Gold Traps are pretty good. I changed a few pixels on the Omni-Twomp, but otherwise they rock!

Finally, I managed to pick a button already in use. Curse my rob-happy play-style.

Actually finally, next update will be the 'get powers' update, with an actual way of obtaining powers and thus not starting off fairly strong.


Title: Re: Psi-lunky (alpha 2)
Post by: Urza on January 12, 2013, 07:22:23 PM
Instead of P, how about the middle or right mouse button? Seems logical since you're already using the mouse for activating powers.

Glad the gold traps worked out. Anyway, I look forward to seeing the next version.


Title: Re: Psi-lunky (alpha 2)
Post by: hyperme on January 13, 2013, 01:57:05 PM
Instead of P, how about the middle or right mouse button? Seems logical since you're already using the mouse for activating powers.

Glad the gold traps worked out. Anyway, I look forward to seeing the next version.

Man how did I not think of that. You rock.


Title: Re: Psi-lunky (alpha 2)
Post by: hyperme on January 25, 2013, 02:24:58 PM
Since I continue to be terrible an any attempt at art, I'm going to make another request to cover my inability to makes things not look terrible.

What I need is a sprite for a stone tablet/plate thing, to act as the power giving items. Ideally it should be easy to recolour, so I don't have to make stupid art requests every time I want to add a new power.


Title: Re: Psi-lunky (alpha 2)
Post by: Urza on January 25, 2013, 05:25:03 PM
Is this at all on the right track? I realize it looks an awful lot like a smaller headstone.

:spl-bl01::spl-bl02::000-spce:(http://webpages.charter.net/manauser/images/Tablet1.png) (http://webpages.charter.net/manauser/images/Tablet2.png)  :spl-dude:

No idea if it's particularly easy to recolor. Here you see it in the standard block and rock colors respectively.


Title: Re: Psi-lunky (alpha 2)
Post by: hyperme on January 26, 2013, 03:50:37 AM
<3

Dude you rock. And I guess I can drag them through an automatic recolour thingy to see of that works. Thanks!


Title: Re: Psi-lunky (alpha 3)
Post by: hyperme on March 31, 2013, 11:49:49 AM
New update! This contains stuff:

>Golden Traps
>New Power - Deploy Rope
>'Progression'
>Chromatic variation of an enemy 'inspired' by Castlevania.

Now, instead of starting with all the powers, you only start with Summon Flare. However, structures containing special tablets will spawn, which hold powers. There should be slightly more common than Altars, but can contain powers you already have. This will be rectified.


Title: Re: Psi-lunky (alpha 3)
Post by: Urza on March 31, 2013, 02:05:30 PM
This is great! The flare power alone is by no means weak since it's good for taking out frogs and such from a safe distance, but Spelunky is always full of enough unexpected hazards that it doesn't feel like a cakewalk or anything.

I'm still getting an occasional bug where it loses the cursor, I seems to be related to going most of a level without using it.

EDIT:
Another bug:
If you get two of the same tablet, you end up with two copies in your power rotation. E.g. if I get two Break Block" tablets the mouse wheel cycles through Flare > Break Block > Break Block > Flare > Break Block > Break Block ... and the right-click menu gets kind of weird too.

And another:
If you assign powers non-sequential numbers, e.g. 1,2,4 on the right-click menu, they don't cycle properly when you use the wheel.


Title: Re: Psi-lunky (alpha 3)
Post by: Moloch on April 01, 2013, 12:08:32 PM
Fun. Still working a control scheme that works well for me...just remembered I have 2 extra customizable buttons on my mouse so that should help.

- i think there's an issue with the room that contains a tablet being generated in the temple...4 red skeletons spawned 1 block above ground with a mummy in a small pit, but there was no tablet.

- Power idea - a sort of push/telekinesis. its like a quick blast of air (like XBLA version) but isn't aimed in a specific direction, the force originates at the center of the cursor. Just powerful enough bump an item one tile to the side (like a crate on a ledge above, so you don't have to waste a rope). It could stun enemies that can be stunned but does no damage. if used on a hanging spider or bat it will cause them to drop/fly. Not strong enough to move a push block or gold idol.

- Suggestion: remember currently selected power between levels.

- Idea: use the purple mushroom sprite for an item in levelgen. Instantly restores 1 psi point?


Title: Re: Psi-lunky (alpha 3)
Post by: Nathan on April 02, 2013, 11:25:38 AM
I like the mushroom idea. I think it should be in a crate.


Title: Re: Psi-lunky (alpha 3)
Post by: Moloch on April 02, 2013, 05:52:04 PM
I had a moment of clarity..ditched kb/mouse and went back to gamepad. Used Xpadder to control mouse cursor with right analog stick and added left click and scroll wheel to leftover buttons. Works pretty good for me.

Putting the mushroom in a crate would be  waste of opportunity to get (at the very least) extra bombs or rope. If you spend a few seconds going out of your way or use a bomb or rope to get at a crate only to find a mushroom in it, then it was a waste. Would make more sense if they grew on blocks.


Title: Re: Psi-lunky (alpha 3)
Post by: Nathan on April 02, 2013, 06:17:30 PM
It would.


Title: Re: Psi-lunky (alpha 3)
Post by: IFapToYourSister on April 27, 2013, 09:46:32 AM
THIS MOD IS SO FUCKING COOL!!!!!! It really gives off a sense of progression whenever you get a new tablet or psychic orb thingy.


Title: Re: Psi-lunky (alpha 4)
Post by: hyperme on May 24, 2013, 11:49:57 AM
Update! + is addition, * is change, ^ is fix.

+Push power. Push things around.
+Mushrooms! There are three types.
+Tablets selection in editor. Use 7 to access.
+Added power tablets to editor.
+Added Red Skeleton to editor.
+Added Amethyst and Big Amethyst to editor.
+Added Gold Chest to editor.
+Added Teal Brick to editor. Graphic may change if I get better ones.
*Changed how vault powers are distributed.
*Another way to get Amethysts.
^Power Vaults no longer contain powers you have.
^Area 4 vaults now work.
^You can't assign a power to slot higher than the number of powers you have.
^Tablets with powers you have will auto-destruct.


Title: Re: Psi-lunky (alpha 4)
Post by: Nathan on May 25, 2013, 02:18:28 PM
Thanks for working on this so much :D


Title: Re: Psi-lunky (alpha 4)
Post by: Moloch on May 25, 2013, 05:46:52 PM
Ooh push power is cool. I havent come across it in game yet but i tried it in the editor. Good job on the whole thing!


Title: Re: Psi-lunky (alpha 5)
Post by: hyperme on June 15, 2013, 08:39:56 AM
A small update with a few fixes and changes.

+ is addition, * is change, ^ is fix.

+Recycle Power. Turn dead stuff to health. Not available via the normal methods.
+New way to get powers. Including Recycle!
+You can now buy off negative Kali favor by sacrificing something of value.
*Tunnel Man starts with Break Block power.
^You can actually get the Push power in normal game play.

Next update should be the Pala update.


Title: Re: Psi-lunky (alpha 5)
Post by: NalaNosivad on June 20, 2013, 11:54:18 PM
I may have slightly fallen in love with this mod and streamed an hour-long video of me playing it for a few friends, which I then uploaded to YouTube..

I did notice a small bug with the cursor, however. Whilst playing, I found that sometimes the cursor would simply vanish, and reappear upon loading the next level. It was confusing while recording, but while going through and editing the video, I think I figured out what was happening.

When the cursor is still, it seems to try to remain on the tile you left it on. I think sometimes when it goes offscreen in doing that, that bugs out.

I could PM/link to the video here if it wouldn't be considered advertising, but I thought it might be helpful!


Title: Re: Psi-lunky (alpha 5)
Post by: hyperme on June 21, 2013, 01:51:25 AM
I'm going to link plz, since videos are cool.

Also ego inflation from getting something I made streamed. What is even happening?


Title: Re: Psi-lunky (alpha 5)
Post by: NalaNosivad on June 21, 2013, 02:10:32 AM
I think Cthulhu is returning.. that's the only explanation, right?

Also, linky (http://www.youtube.com/watch?v=1zqk3a9h7dM)!


Title: Re: Psi-lunky (alpha 5)
Post by: hyperme on June 21, 2013, 08:00:38 AM
Yay video. Also it helped me realize why the cursor got borked for some but not others. Windowed mode! Since the cursor follows the mouse, unless it's off screen. In that case it just sits there. Now I've added checks to keep the thing on the screen. Woo!


Title: Re: Psi-lunky (alpha 5)
Post by: Urza on June 21, 2013, 10:57:45 AM
So I got to the jade city or whatever... I guess I shouldn't have done that. :-\ That's an unfinished area, I take it.
Code:
ERROR in
action number 3
of  Step Event
for object oPlayer1:

Error in code at line 565:
           if (isRealLevel()) global.levelDeaths[global.currLevel-1] += 1;
                              ^
at position 29: Unknown variable levelDeaths or array index out of bounds


Title: Re: Psi-lunky (alpha 5)
Post by: hyperme on June 21, 2013, 11:10:14 AM
So I got to the jade city or whatever... I guess I shouldn't have done that. :-\ That's an unfinished area, I take it.
Code:
ERROR in
action number 3
of  Step Event
for object oPlayer1:

Error in code at line 565:
           if (isRealLevel()) global.levelDeaths[global.currLevel-1] += 1;
                              ^
at position 29: Unknown variable levelDeaths or array index out of bounds

...

Well I totally forgot about that particular piece of test code! It's gone now.

Also behold! I have unlocked the secrets of new areas. Muhaha.


Title: Re: Psi-lunky (alpha 5)
Post by: hyperme on June 21, 2013, 03:02:35 PM
Oh hey I'm going to artbeg again, because while I'm getting the knack of altering existing art to make new things, creating stuff from scratch is defeating me. So, artbegs:

A small shield (red)
A bigger shield (blue)
A bigger shield (gold)

These a items that go in the HUD bar.

I'm probably going to have to give Urza something at some point.


Title: Re: Psi-lunky (alpha 5)
Post by: Urza on June 22, 2013, 02:05:25 AM
A small shield (red)
A bigger shield (blue)
A bigger shield (gold)
So, to clarify, are these status icons only, or do they also show up as a physical object in the game world too? And any preference as to whether they should all be the same shape?

BTW, I noticed a bug with Tunnel Man's starting power. It seems to be set when you finish a game (i.e die) rather then when you begin one, so if you swap characters the starting spell lags behind for one game.


Title: Re: Psi-lunky (alpha 5)
Post by: hyperme on June 22, 2013, 02:35:25 AM
A small shield (red)
A bigger shield (blue)
A bigger shield (gold)
So, to clarify, are these status icons only, or do they also show up as a physical object in the game world too? And any preference as to whether they should all be the same shape?

Yeah they need to also be around in game land. As for shape as long as the small one is smaller it should be okay.

Quote
BTW, I noticed a bug with Tunnel Man's starting power. It seems to be set when you finish a game (i.e die) rather then when you begin one, so if you swap characters the starting spell lags behind for one game.

I have no idea how this happens. Excuse me while I panic code.
Edit: Wait you were right it was a another 'the hell why?' moment. Fun!


Title: Re: Psi-lunky (alpha 5)
Post by: NalaNosivad on June 22, 2013, 05:42:44 AM
You know, a (potentially) tricky to implement ability that would be quite neat is telepathy/mind control. Maybe make it work similarly to Abe's Oddysee/Exoddus. Possess, control, use powers (perhaps for a limited time, or within a set radius from the player), and end with the option of killing the thing.

Could be handy if you have no offensive powers or bombs and, for example, have a giant mummy blocking your only means of escape. Should probably be ridiculously expensive to use, of course. Just a random thought that popped into my mind!


Title: Re: Psi-lunky (alpha 5)
Post by: Moloch on June 22, 2013, 06:21:05 AM
I may have slightly fallen in love with this mod and streamed an hour-long video of me playing it for a few friends, which I then uploaded to YouTube..

Funny video, I've still got the last bit left to watch. Your 'JIMINY CRICKET!' meltdown made me LOL. I was getting critical of how you were playing but then I realized I do the same thing - that is, missing a lot of opportunities to use the psi powers. I think part if it is being used to playing 'vanilla', but also getting distracted by collecting tablets and mushrooms (yay! upgrades!). Sometimes I get through a few levels completely forgetting to use the powers and it isn't until I'm out of rope or want to screw over a shopkeep by spawning a block on him that I remember.

The Summon Flare starting power is especially useful *everywhere* to trigger arrow traps and get rid of snakes/frogs etc before you even get close enough for them to attack, and stun mantraps/yetis to get past them, and provides a steady supply of thrown projectiles.


Title: Re: Psi-lunky (alpha 5)
Post by: Urza on June 22, 2013, 09:03:56 AM
Yeah they need to also be around in game land. As for shape as long as the small one is smaller it should be okay.
They don't have to be visibly warn by the character though, do they? And are the second two are the same size? I was thinking you meant three sizes are first.


Title: Re: Psi-lunky (alpha 5)
Post by: hyperme on June 22, 2013, 10:02:31 AM
Yeah they need to also be around in game land. As for shape as long as the small one is smaller it should be okay.
They don't have to be visibly warn by the character though, do they? And are the second two are the same size? I was thinking you meant three sizes are first.

Yes and yes. Man these artbegs are getting more beg by the post.


Title: Re: Psi-lunky (alpha 5)
Post by: Urza on June 22, 2013, 12:08:11 PM
Hehehe. To get revenge I have created extra work for you by making four version of each shield to use in different places. They are: on ground, held facing right, held facing left, and status icon, in that order.

I just made them plain, except for the gold one which has a suggestion of a tree-like something or other, because it's hard to make something featureless look golden. Speaking of which, I threw in something you forgot to beg for earlier, free of charge.

Download (http://www.mediafire.com/download/fipxmueyq8jwco6/Shields.zip)

Edit: Said the order of the images wrong at first. Fixed.


Title: Re: Psi-lunky (alpha 5)
Post by: hyperme on June 22, 2013, 01:18:22 PM
Now I have to add, like, The Order of Urza as one of the enemy groups in Area 5 or something.

'You hear chants of Urza!'

EDIT: Okay the Tier 3 extra broken 'this isn't health Pala what are you even' shield is now called Urza's Shield.


Title: Re: Psi-lunky (alpha 5)
Post by: Urza on June 22, 2013, 01:59:35 PM
I have no idea what that means. But Yay!


Title: Re: Psi-lunky (alpha 5)
Post by: DialFforFunky on June 22, 2013, 06:31:29 PM
Very interesting mod, which, for some odd reason, I completely overlooked. I've played several times now, and enjoyed it quite a bit. Some things I've noted:

- pushblocks cannot kill mantraps and ufo's, both get pushed up
- they do, however, kill vampires, taking the cape along with it
- yeti kings and mummies are very jumpy when pushed upwards
- defrosted cavemen are immune to explosive powers
- you can now float upward for a short while with a parachute-jetpack combo
- is there a way to use powers beyond the 4th? I know there is the right-click option, I just can't get it to work yet
- is the order in which powers are generated in some way fixed from the start of a game? I've had a game where I got five green tablets that I really didn't want to pick up because of the previous point (and green is pretty meh. it could be free of power cost ans still be ok-ish)
- my jade chamber did not have an exit (great design though, and for some reason it really creeped me out)?
- I got this fatal error after I crushed myself with a pushblock to 'leave' the chamber (same as mentioned earlier):

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

Error in code at line 565:
           if (isRealLevel()) global.levelDeaths[global.currLevel-1] += 1;
                              ^
at position 29: Unknown variable levelDeaths or array index out of bounds


-not playing fullscreen and clicking outside the game screen will cause you to lose the mous-pointer when returning in-game. This also stops you from regenerating power. The mouse-pointer can return though, but I don't know how I do that.
- the powers can mess up the boss sequence somewhat, as you can kill stuff before the sequence is finished.
- ropes look a bit glitchy when tossed beyond screen-range (a small part will go missing)

Despite all this: excellent mod! Very enjoyable, well done.


F


Title: Re: Psi-lunky (alpha 5)
Post by: Moloch on June 22, 2013, 07:06:06 PM
- ropes look a bit glitchy when tossed beyond screen-range (a small part will go missing)

This bug from Ed+ has been annoying me. Its easy to recreate if you launch a rope while falling/scrolling down. To fix, get rid of the 'if...view_*' statement at the top of oRopeThrow.Step so that the 'if (armed)' and 'if (falling)' parts are on their own...that view restriction is overriding the instance_activate_object(oRopeThrow) in the oLevel frozen region code.


Title: Re: Psi-lunky (alpha 5)
Post by: Urza on June 22, 2013, 08:14:02 PM
Hmm. That may very well be related to why ropes stopped working when I merged Ed+ and Spelunky Natural. In fact, it seemed to be changing that view code in alot of places (enemies, jars, etc), either adding or deleting it, any idea why?


Title: Re: Psi-lunky (alpha 5)
Post by: hyperme on June 23, 2013, 03:02:05 AM
Oh great now peeps are purposely going to the barely start area. Oh noes!

Anyhow blame hali for the rope thing, since it's his 'fix' that caused it! Don't remove the view check thing, however, since that will cause loose ropes to fall out of the world if they get frozen zone'd.

Tablets are randomly handed out, will things making sure one is made that you already have.

Also I update the first post to make controls more explicit.

EDIT: No wait remove the one thing damn it Derek the hell were you smoking damn it.


Title: Re: Psi-lunky (alpha 5)
Post by: NalaNosivad on June 23, 2013, 04:24:43 AM
Oh, and I'm actually not sure if this is some huge revelation or not, but I figured out what all of the mushrooms do.

Text below here coloured for spoilers, in case anyone doesn't want to read it! (Assuming everyone doesn't know by this point)

The purple mushrooms seem to have a 100% chance of giving you a single point of energy back, and the orange mushrooms seem to simply take it in turns. Spicy, extra power; spicy, extra power; spicy, extra power, like that. The mushmellows.. they take turns tasting sweet and tasting of wisdom, but other than that I have no idea what they do..


Title: Re: Psi-lunky (alpha 5)
Post by: hyperme on June 23, 2013, 05:12:55 AM
Things that improve wisdom make energy regenerate faster. It's not that noticeable until you get like 4 or 5 boosts.


Title: Re: Psi-lunky (alpha 5)
Post by: DialFforFunky on June 23, 2013, 05:30:10 AM
Also I update the first post to make controls more explicit.

Oh, the controls for powers 1 to 4 are very clear. But when you get to power 5 and beyond, things get problematic, as there is no way to activate them. You can right-click and select them, but they just don't stay active.
This means that all powers beyond the fourth are currently wasted. Combined with the fact that there are factors which make the game avoid duplicate powers, and you can find yourself declining a lot of the same powers. In the example I gave earlier, I already had three, and didn't want the green one to be my fourth (and final). But because it was one of the fey available, I got it 4 or 5 times in a row.


F


Title: Re: Psi-lunky (alpha 5)
Post by: hyperme on June 23, 2013, 05:52:26 AM
Also I update the first post to make controls more explicit.

Oh, the controls for powers 1 to 4 are very clear. But when you get to power 5 and beyond, things get problematic, as there is no way to activate them. You can right-click and select them, but they just don't stay active.
This means that all powers beyond the fourth are currently wasted. Combined with the fact that there are factors which make the game avoid duplicate powers, and you can find yourself declining a lot of the same powers. In the example I gave earlier, I already had three, and didn't want the green one to be my fourth (and final). But because it was one of the fey available, I got it 4 or 5 times in a row.


F

Having to make control more explicit I guess! You scroll to a power than assign it to a slot using 1-4.


Title: Re: Psi-lunky (alpha 5)
Post by: Moloch on June 23, 2013, 09:37:31 AM
Anyhow blame hali for the rope thing, since it's his 'fix' that caused it! Don't remove the view check thing, however, since that will cause loose ropes to fall out of the world if they get frozen zone'd.
EDIT: No wait remove the one thing damn it Derek the hell were you smoking damn it.

Ok, wait..now you're strikethrough sentence sounds right to me. I was fooled by the object name - I had stupidly assumed oRopeThrow was only used when you actually launch the rope upwards, and the single-rope pickup item that can fall through the world had its own object.

So... what if it was:
Code:
if ((x > view_xview[0]-16 and x < view_xview[0] + view_wview[0]+16 and
    y > view_yview[0]-16 and y < view_yview[0] + view_hview[0]+16) or
    (armed or falling))  
    // ^ this instead of (type == "Rope" and armed = true))
{
   if (armed)
   {
      // do stuff
   }
   if (falling)
   {
      // do stuff
   }
}

The 'if type=="Rope"' is redundant copy/paste from the parent step event, and we need to get to the 'if (falling)' when outside view area to prevent rope gaps.


Title: Re: Psi-lunky (alpha 5)
Post by: DialFforFunky on June 23, 2013, 03:22:27 PM
Having to make control more explicit I guess! You scroll to a power than assign it to a slot using 1-4.

Ahaaaa! Now I get it! Sorry for being slow... this is excellent though!


Some more things I've noticed:
- gambling prices seem borked. I wrote some numbers down:
gambling price: 4000
starting gold: 52450
Game 1: 48450 (seems correct, as I paid 4000)
--- loss: 48450
Game 2: 32450 (seems correct, as I paid 4000)
--- loss: 32450
Game 3: 16450 (seems incorrect, I suddenly paid 6000)
--- win: 24450 (I win 12000)
game 4: 8450 (seems incorrect again, I now paid 16000)
--- loss: 8450
game 5: 4450 (seems correct again)
--- item: 450

- you can get to the jade room without killing the big crushy head.
- the summon flare power causes the big spider to get stuck on the ground.


F


Title: Re: Psi-lunky (alpha 6)
Post by: hyperme on June 24, 2013, 10:09:46 AM
Update! It's the Pala Update. Appease a guy who doesn't approve of constant violence.

+ is addition, ^ is fix, * is change

+Azure Charm and Pala Favour system
+Smite Power
+New Shop type: Artificer
+Midas Pick - Guess
+Avarice Engine - Does a thing!
+Magic Bag - Carry stuff
+Small Shield - Be safe
+Blessed Shield - Be safer
+Urza's Shield - Be immune to all sorts of stuff
+New item of value for Alter sacrificing goodness
^Sacrificing items of value on an Alter no longer creates blood
^No more accessing unfinished areas
^Ropes don't lose bits
*Editor has more stuff.


Title: Re: Psi-lunky (alpha 6)
Post by: DialFforFunky on June 24, 2013, 10:50:45 AM
Just got the teleport power, and  must say: I think I love you.

It does create an error though:

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

Error in code at line 96:
       if (holdItem.type == "Machete")
                    ^
at position 19: Unknown variable type


Teleported at bosslevel during intro, while holding the zappy staff. I'm about to find out what happens if I click ignore.


edit: nothing too serious, just keep enter pressed until the intro is done.

F


Title: Re: Psi-lunky (alpha 6)
Post by: CaSoDaN on June 24, 2013, 01:48:16 PM
I think this mod has a good future.


Title: Re: Psi-lunky (alpha 6)
Post by: DialFforFunky on June 30, 2013, 04:09:12 AM
New reports from the psi-lunky frontlines:

- weird interactions with the midas mattock and the magical bag: down-z'ing above a depleted mattock will give you a new one (I believe this was the combination. perhaps it was simply picking it up). If you grab the mattock head, put it in the bag and then take it out again, you get this error:


___________________________________________
ERROR in
action number 1
of  Step Event
for object oPlayer1:

In script scrBagItem:
Error in code at line 41:
   pickupItemType = holdItem.type;
                             ^
at position 28: Unknown variable type

If you click ignore, the head disappears. Also, the new mattock last way longer than the old one.
-Altars & shopkeepers: altar-generated tablets trigger shopkeeper aggro if to close (counted as stealing).
- double damage from being thrown: If you hit the the ground after being thrown, you'll wobble around on the ground for a bit, then take damage for a second time.
- Shields: I've yet to encounter shields beyond the smallest one.
- Shops: Shop prices are occasionally wrong, as they overcharge stuff. This might be related to the gambling house issues.


F


Title: Re: Psi-lunky (alpha 6)
Post by: hyperme on June 30, 2013, 11:13:07 AM
New reports from the psi-lunky frontlines:

Thanks for the testing!

Quote
- weird interactions with the midas mattock and the magical bag: down-z'ing above a depleted mattock will give you a new one (I believe this was the combination. perhaps it was simply picking it up). If you grab the mattock head, put it in the bag and then take it out again, you get this error:


___________________________________________
ERROR in
action number 1
of  Step Event
for object oPlayer1:

In script scrBagItem:
Error in code at line 41:
   pickupItemType = holdItem.type;
                             ^
at position 28: Unknown variable type

If you click ignore, the head disappears. Also, the new mattock last way longer than the old one.

I fixed the error-throwing error, aka hyperme not adding things to scripts. As for the regenerating mattock, can you try to recreate it the editor? Also Midas Pick breaks randomly like the Mattock.

Quote
-Altars & shopkeepers: altar-generated tablets trigger shopkeeper aggro if to close (counted as stealing).

I can fix that pretty quickly.

Quote
- double damage from being thrown: If you hit the the ground after being thrown, you'll wobble around on the ground for a bit, then take damage for a second time.

I swear this happens in other mods/vanilla Spelunky. I'll look into fixing it, because it's annoying as hell.

Quote
- Shields: I've yet to encounter shields beyond the smallest one.

Try using the Azure Charm. You can get the other shields. Also try the gold one in the editor. It's awesome.

Quote
- Shops: Shop prices are occasionally wrong, as they overcharge stuff. This might be related to the gambling house issues.

Can anyone else check this? I haven't changed the shop code other than adding a new type.


Title: Re: Psi-lunky (alpha 6)
Post by: Urza on June 30, 2013, 12:26:51 PM
- double damage from being thrown: If you hit the the ground after being thrown, you'll wobble around on the ground for a bit, then take damage for a second time.

I swear this happens in other mods/vanilla Spelunky. I'll look into fixing it, because it's annoying as hell.

Yeah, it's in vanilla too. I think I fixed it in Spelunky Natural here's the code:

oPlayer1 Create event:
bowArmed = false;
bowStrength = 0;
bloodless = false;
corpseGlue = 0;

 // used with Kapala
redColor = 0;
redToggle = false;

oPlayer1 Step event (top section):
// if (dead or stunned)
if (dead or stunned)
{

...

    // apply the limits since the velocity may be too extreme
    xVelLimit = 10;
    if (xVel > xVelLimit) xVel = xVelLimit;
    else if (xVel < -xVelLimit) xVel = -xVelLimit;
    if (yVel > yVelLimit) yVel = yVelLimit;
    else if (yVel < -yVelLimit) yVel = -yVelLimit;

    if (bounced and (isCollisionBottom(1)))
    {
        if (corpseGlue > 5)
            yVel = 0;
        else
            corpseGlue += 1;
    }
       
    moveTo(xVel, yVel);
}
else corpseGlue = 0;


else if (isLevel()) // look up and down

This was actually intended to prevent your corpse from twitching forever, which is especially creepy if you die in spikes. It's a bit kludgy, but I believe it fixes the double-damage thing too.


Title: Re: Psi-lunky (alpha 6)
Post by: DialFforFunky on June 30, 2013, 02:18:55 PM
As for the regenerating mattock, can you try to recreate it the editor? Also Midas Pick breaks randomly like the Mattock.

The Pick probably does not last longer (tquickly tried it, and I seemed to have imagined it), but you can get a new one almost indefinitely. I'm not sure how it works though, so I'd advise to just put a large chunk of earth, the pick and the bag in the editor and see for yourself. Funny thing is that you can get the pick even after it disappeared from the editor. Press down and (I believe) X (could be z) and you get a new midas pick.


F


Title: Re: Psi-lunky (alpha 6)
Post by: hyperme on June 30, 2013, 02:57:11 PM
It's not related to the bag. Which makes the whole thing more confusing. *grumble grumble*


Title: Re: Psi-lunky (alpha 6)
Post by: hyperme on July 01, 2013, 06:53:19 AM
Fixed the infinite pick bug. Turns out it wasn't be destroyed properly.


Title: Re: Psi-lunky (alpha 6)
Post by: DialFforFunky on July 01, 2013, 06:53:11 PM
Nice, I'm looking forward to the next update.
Also, are you interested in opinions about game balance?


F


Title: Re: Psi-lunky (alpha 6)
Post by: hyperme on July 02, 2013, 03:17:07 AM
Nice, I'm looking forward to the next update.
Also, are you interested in opinions about game balance?


F

Sure! Balance is a thing I've possibly been neglecting.


Title: Re: Psi-lunky (alpha 6)
Post by: KarjamP on July 02, 2013, 12:18:49 PM
He didn't say he's neglecting balance, Hyperme. :P


Title: Re: Psi-lunky (alpha 6)
Post by: hyperme on July 02, 2013, 01:09:06 PM
He didn't say he's neglecting balance, Hyperme. :P

Shush you. Go play the mod!


Title: Re: Psi-lunky (alpha 6)
Post by: DialFforFunky on July 02, 2013, 06:14:08 PM
Powers:
flare - Decent start, though I hardly use it. Usually its quicker do do things the conventional ways. Still, good enough for a starting power, and very nice in the jungle. Just a non-balance realted thought: perhaps this power would be nicer if the flare would be 'thrown' upon casting, with the direction being relative to the position of Spelunky (e.g. away from him)? The dropping flare is a bit of a visual downer for a Magical Power.
rope - I consider this power to be almost completely useless. I only used it if I wanted to see what it does. Issue is that throwing a rope is nearly always better, as you get maximum rope-height, and you will never end up with ropes you can't reach.
Perhaps increasing the power and making it generate a rope upon use would fix things. 3 power for a rope doesn't sound that bad to me.
push - Again a pretty useless power. The only real uses I had for it was for occasionally getting a piece of gold from a hard to reach place, but at this power cost its hardly ever worth the time.
This is a power that could be a lot of fun if it was free. It usually takes too much time to use it to really solve situations, but it is fun for messing around and making life slightly easier.    
pink brick - Probably one of the strongest powers in the game. It basically kills anything threatening for 1 power. If I get it, I can stop picking up gold as I now get everything for free at the black market. Shopkeepers following you around exits are not an issue anymore, just remember to look down once in a while. Oh, and stacking them to form stairs is a lot of fun and saves you ropes.
This power would still be ok if it cost 2 power. In fact, I think it is better than the blue brick. A cost of 3 would be too much though.  
blue brick - It is more cost-efficient if you really want to reach hights or cover distances, and it is slightly better at stopping some traps, but other than that its just a worse pink brick. Not by much, but worse none the less. I would love it if it slightly longer duration.
destroy brick - Awesome power, great for getting those diamonds (early), removing lava (late), destroying traps and allowing you to reach those hard to reach places (all of the time). I feel this power is in an excellent spot right now.
explosion - I don't really know what to type here, thats how awesome it is. Probably too strong though. It saves you loads of bombs, not only because it is 'free', but also because you can target it so efficiently. If you look at this power, then look at the ropes-power, it is hard to see why the ropes aren't generated, while the 'bombs' are. This power would still be solid if it cost bombs (pow 2) or was increased to costing 3 power (heck I'd almost go as far as saying it would still be ok costing 4...)
teleport - So much fun! Not actually all that great, as there are so many ways of getting where you want anyway (especially in this mod) but zapping around while being able to control where you go is just plain fun! To increase the fun, a lower cost of 2 (or even 1?) would be ok.
smite undead - Nice idea, but it turns out to be rather lousy. Once you get it (usually after quite a bit of effort/luck) most annoying undead already are a thing of the past (vampires), and the ones you are about to face are easy to deal with because of accumulated wealth and power. I'm not sure how to save this one, actually... Just a silly idea, perhaps sacrificing a skull to get this power? having it 'stun' them for 1 power rather than killing them?
heal - In a pretty good spot as well. Its very strong, but costs a lot (and bricks don't leave corpses). Decent availability as well. No need to change this one in any way.  

Items:
mushrooms - +wisdom > +power > awakening. I rate white mushrooms quite high, and regularly use bombs to get them when I have a few to spare. Some ideas: linking them to areas? (more whites in ice, more regen in jungle, etc.) Shroomshops? The mushrooms are in a pretty decent spot right now in terms of availability and power.  
gems - Again, I value these very highly, and hardly ever doubt buying them in shops because of their cost. This might just be me though.
azure charm - I still haven't really figured this thing out, it is really non-descript as to how or when it is supposed to function. Rescuing damsels and not killing too much stuff generates gifts? Also, there seems to be no penalty for using it, so picking it up is always the better option. Perhaps replacing the kiss at the end with the gift?
edit: just read the description in the first post, I'll see if I can put that to use.
magic bag - Lovely item, a bit expensive for what it does though, as it essentially does nothing but make your life slightly more comfortable.
midas pick - I think mattocks are pretty bad, and this is mostly just an expensive mattock. It would be nice if it lasted significantly longer. I do like the design though.
avarice engine - I have limited experience with this item, but I found it funny enough. Not all that great, though I don't remember the cost/power ratio. All in all, I think I found it a bit to expensive buying it from the shop.
shields - quite funny, especially when you go "oh shi-...hey, shoudn't I be... niiiice". Their limited availability makes my experience with them quite limited though. I would love some easier access to them. This might tie in with my ignorance about the azure charm though.


Some other notes:
- I found out how to re-create the giant spider issue: get the giant spider to crawl through a 1-height space, then hit it by summoning a flare. Result: free sticky bombs! I don't really mind this issue though, its just a bit odd.
- these item prices not matching their cost is probably the issue that is bugging me most about this mod at the moment. And it is a good bit more prevalent and influential than I initially realized. I even got a cape for almost 20000 that should have costed 12000.
- Perhaps it would be nice to have a trap attached to the golden city idol? It is a bit tame at the moment...

I hope all this rambling was a bit useful to you. Thanks again for the mod!


F


Title: Re: Psi-lunky (alpha 6)
Post by: Urza on July 02, 2013, 11:03:38 PM
I agree with most everything DialFforFunky said. Except I'm pretty sure teleport would be overpowered if it only cost 1 MP.

The avarice engine is interesting. I initially found it confusing that trying to use it while you lack gold or have full power just swaps your bombs/ropes as normal. It might be better if nothing happened (or a message).

I also found a bug. It seems impossible to buy the Midas Pick. Twice I attempted to buy it, and gold was deducted, the standard item-get sound play. I didn't catch on the first time and unfortunately got shot in the back. :( Second time, being prepared for this treachery, I noticed the little $ was still there too. A bomb under the shop took care of it. }:>


Title: Re: Psi-lunky (alpha 6)
Post by: hyperme on July 03, 2013, 10:20:42 AM
Okay some ideas based around balancing things:

Flare - Make the flares have some horizontal velocity away from the player for impromptu attacks. Consumes a held flare instead of MP if possible.

Rope - +1 or +2 cost, but now creates the ropes. Hold a rope to use the old functionality.

Push - -1 cost. Free, but it's not that offensive.

Pink Brick - +1 cost.
Blue Brick - Maybe last longer as well as floating.

Explode - +2 cost. Hold a bomb to reduce cost by 2 but consume the bomb. That also nerfs the potential synergy will the Avarice Engine in the City of Gold.

Teleport - -1 cost. Hold a teleporter to reduce the cost to 1.

Smite - Either acquire earlier along the Pala chain, or move to the Alter. Phantoms added to Area 3.

Recycle - Since it runs on corpses, it's limited healing anyhow.

Shrooms - I've thought about turning down the spawn rate down, but it appears that the current rate is okay.

Avarice Engine - Current rate is $1000 to one power. Maybe a bit steep. Also another message needs adding.

Bag - But you can take a tool and weapon!!! Yeah I can make it cheaper. Maybe a base of $5000?

Azure Charm - Punishments coming soon, once I work out sufficiently subtle penalties.

Shield - I could another way to get the blue shield (buying a second red one?) but not the Gold one with many hoops. It's obscenely good given that you can't lose it (yet). And I might buff it to protect from more stuff!

Midas Pick - Ooh! It 'regenerates'! Well, has 15 to 20 safe uses before going to random breaking time. And the head is valuable. (hint hint)

Onto the bugs!

Shop costs: Someone else confirm this. The only changes I've made to shop code are commenting out a redundant line about strings, and added in the Artificer.
Midas Purchase: Probably more issues from copying the Mattock. Should be simple.

So, comments on ideas and possibly other ideas?


Title: Re: Psi-lunky (alpha 6)
Post by: Urza on July 03, 2013, 12:58:11 PM
Regarding smite, ghosts are undead. Obviously it shouldn't actually destroy the ghost, but perhaps briefly stun it or push it away? Just a thought.

EDIT: Speaking of ghosts, another kind of odd balance issue is that once you get the crown you can spend an unlimited amount of time on each level, which effectively gives you infinite energy for using powers. So you could, for example, dismantle the entire City of Gold with just the Break Block power, if you wanted. It would be incredibly boring of course, so I doubt many people would. But I do find it slightly unsatisfying to know that the only thing preventing me from going that is that boredom.

I'm not sure this really needs fixing, but if it does, a simple way would be to have the crown only double, rather than eliminate, the time limit.


Title: Re: Psi-lunky (alpha 6)
Post by: hyperme on July 04, 2013, 10:14:09 AM
Nerfing the Hedjet probably would be a good idea given the context. And hey, more Ghost running fun time possibilities.

Also yeah Smite should be like Push against the Ghost.


Title: Re: Psi-lunky (alpha 6)
Post by: DialFforFunky on July 04, 2013, 04:52:44 PM
Noes! Don't nerf the hedjet, I love being able to fool around at the end of the game and see what kind of weird stuff I can do with the powers :(. Though, admittedly, I usually end up building giant castles (in the final level) for the hawkman and his three disciples to run around in...

Also, I absolutely love pretty much all the ideas you've come up with. 1 cost teleports when holding a teleporter, brilliant! What should think of when you mention phantoms?

Also, I'm really curious about the shop-bugs, and sincerely hope its not just me...


F


Title: Re: Psi-lunky (alpha 6)
Post by: Urza on July 04, 2013, 05:04:34 PM
The final level never has a ghost...


Title: Re: Psi-lunky (alpha 6)
Post by: DialFforFunky on July 04, 2013, 05:33:45 PM
True, that's why I wrote it as a kind of counterpoint to myself... ;)


F


Title: Re: Psi-lunky (alpha 6)
Post by: Sarge on July 10, 2013, 08:42:17 PM
"It tatses like power!"
"It tatses like wisdom!"

Lol spelling error


Title: Re: Psi-lunky (alpha 6)
Post by: halibabica on July 11, 2013, 04:07:23 AM
How could anyone misspell 'tastes' in this community...


Title: Re: Psi-lunky (alpha 6)
Post by: hyperme on July 11, 2013, 09:06:40 AM
How could anyone misspell 'tastes' in this community...

Shush you. Go play the mod!

Also I have terrible production values. Update being worked on slowly, include brand new art I made myself. That I'm actually willing to used without being utterly embarrassed. Progress!

EDIT: DEREK! Yeah I tracked down the Midas Pick thing. I swear does this guy even?


Title: Re: Psi-lunky (alpha 6)
Post by: hyperme on August 09, 2013, 10:46:04 AM
Take a little break and *boom* not even sure what's been fixed. Let's see, synergies are in, powers have been balanced pretty much as written, crude Pala punishment system is in, and to make up for Arena being push back until I work out an effective implementation (read: decide % of Loonyland 2 off ripping), Chaos Zone is ready to roll. Also some bug fixes.

Therefore: Hopefully a release soon!


Title: Re: Psi-lunky (alpha 6)
Post by: Moloch on August 09, 2013, 11:41:59 AM
Therefore: Hopefully a release soon!

Good. Could really use another mod to play while waiting for the release of-

Oh, wait. :P


Title: Re: Psi-lunky (alpha 6)
Post by: Sarge on August 09, 2013, 05:12:45 PM
Can't figure out how to open the mysterious door under Olmec's lair. :P

More spelling errors: (forgot what it said, but yea)
RECYCLE THE DEAD FOR HEATH!

Did you know....

 
- that you can shoplift items by purchasing the Magic Bag? (Does not work with "Heavy" items like Bomb boxes)
- that the Midas Pick is unpurchaseable? (Wastes your money btw)


Title: Re: Psi-lunky (alpha 6)
Post by: hyperme on August 10, 2013, 06:47:26 AM
Can't figure out how to open the mysterious door under Olmec's lair. :P

The Symbol will found. Later. You missed out on entirely unstarted proof of concept.

Quote
More spelling errors: (forgot what it said, but yea)
RECYCLE THE DEAD FOR HEATH!

Did you know....

 
- that you can shoplift items by purchasing the Magic Bag? (Does not work with "Heavy" items like Bomb boxes)
- that the Midas Pick is unpurchaseable? (Wastes your money btw)

All that should be fixed now. Well, for the next release, anyhow.


Title: Re: Psi-lunky (alpha 7)
Post by: hyperme on August 11, 2013, 05:31:49 AM
Update? What is even happening???

+ is addition, ^ is fix, * is change.

+Phantoms. They are jerks.
+Chaos Zone. Access from the funky door in the Scores room.
+Synergy!
^Cursor shouldn't get lost in windowed mode.
^Less weird jittering after falling.
^Midas Pick is 100% less infinite.
^Midas Pick can be purchased.
^Sacrificing items of value. no longer anger Shopkeepers.
^Less spelling errors.
^Less Magic Bag errors in general.
^Magic Bag cannot be used for theft.
*Magic Bag is cheaper.
*A bunch of power changes:
*Push is now free.
*Summon Pushblock now costs 2.
*Explode now costs 4.
*Summon Rope now costs 2, but creates ropes.
*Teleport now costs 2.
*Summon Flare is slightly more dangerous.

That should be everything.


Title: Re: Psi-lunky (alpha 7)
Post by: NalaNosivad on August 11, 2013, 08:10:56 PM
I may have been busy with the newly ported Spelunky, but I might make a regular thing out of this.. I see I certainly have a lot to re-learn. I may just even be a total scumbag and post here when I do get the first "real" video of it up!


Title: Re: Psi-lunky (alpha 7)
Post by: Urza on August 11, 2013, 10:48:56 PM
Was it intentional that the flare gets shot in the direction you're facing, rather than always away from you? That feels weird to me.

Other than that, I'm liking all the changes so far.


Title: Re: Psi-lunky (alpha 7)
Post by: hyperme on August 12, 2013, 02:12:07 AM
Was it intentional that the flare gets shot in the direction you're facing, rather than always away from you? That feels weird to me.

Other than that, I'm liking all the changes so far.

I tried the 'away' option but it was kind of annoying.

I may have been busy with the newly ported Spelunky, but I might make a regular thing out of this.. I see I certainly have a lot to re-learn. I may just even be a total scumbag and post here when I do get the first "real" video of it up!

Be sure to! It's nice to see video evidence of people enjoying the mod.


Title: Re: Psi-lunky (alpha 7)
Post by: DialFforFunky on August 13, 2013, 04:42:47 AM
Whee! Update, yay!

So far everything looks great. Well, except for one thing. Those waiths, those wraiths! They make it almost certain that I lose at least one point of health every time I meet them, and it isn't extremely clear how to properly get rid of them. Even though they are great in technical execution, I'm not feeling them balance-wise just yet.  

Oh, and I got a frog that survived the spikes from a totem.

But other than that, this is looking excellent! I'm very excited to play it some more. Well done!


F


edit: these wraiths! so rage-inducing. Even with a shield, I lose 6 health to 5 of them. Also, they can't be smited?


Title: Re: Psi-lunky (alpha 7)
Post by: hyperme on August 13, 2013, 06:55:40 AM
edit: these wraiths! so rage-inducing. Even with a shield, I lose 6 health to 5 of them. Also, they can't be smited?

Wow I actually forgot to make the Smite rewarding things Smite proof. Go me. I'll probably push out a 7.1 with a few changes to Phantoms/Wraiths.


Title: Re: Psi-lunky (alpha 7b)
Post by: hyperme on August 13, 2013, 07:11:53 AM
Mini update to correct baffling incompetence on my end.

+, ^, * - Addition, fix, change:

+Midas Pick now generated under a thing.
^Phantoms now get killed by Smite.
*Chaos mode is slightly less funky about items.


Title: Re: Psi-lunky (alpha 7b)
Post by: Urza on August 13, 2013, 10:33:28 PM
OMG Phantoms are annoying. They're like vampires 10!

Also found a few bugs:
Phantoms are in front of blocks, but behind the decorative fringes on top of blocks.
Midas pick and Midas pick head do not appear in your hands on the transition screen.
I think the Avarice Engine is broken. It just kept saying I was fully awake.


Title: Re: Psi-lunky (alpha 7b)
Post by: Sarge on August 14, 2013, 02:33:00 AM
OMG Phantoms are annoying. They're like vampires 10!

Also found a few bugs:
Phantoms are in front of blocks, but behind the decorative fringes on top of blocks.
Midas pick and Midas pick head do not appear in your hands on the transition screen.
I think the Avarice Engine is broken. It just kept saying I was fully awake.

I suggest to have the same bottom text message as the purple mushroom.


Title: Re: Psi-lunky (alpha 7b)
Post by: hyperme on August 14, 2013, 05:41:31 AM
I think the Avarice Engine is broken. It just kept saying I was fully awake.

Guess who has two thumbs and used the wrong logic operator? Me! More baffling incompetence at 9, Jim.

Also I guess a 7c is now require to fix my idiocy. Go me!


Title: Re: Psi-lunky (alpha 7c)
Post by: hyperme on August 14, 2013, 08:41:24 AM
Another mini update as I battle my own stupid ability to fail. Also another fix so this is slightly worth downloading.

^Avarice Engine works again.
^Midas Pick and Head now appear it transitions.

Now to actual make content instead of fixing things that shouldn't be broken.


Title: Re: Psi-lunky (alpha 7c)
Post by: Sarge on August 15, 2013, 12:07:56 AM
so.... what do you have in mind?


Title: Re: Psi-lunky (alpha 7c)
Post by: Moloch on August 15, 2013, 06:44:22 AM
so.... what do you have in mind?

I almost didn't notice that. Smooth.


Title: Re: Psi-lunky (alpha 8)
Post by: hyperme on June 15, 2014, 09:26:22 AM
New update!? It's small, since I need to get back into the swing of things.

+, ^, * - Addition, fix, change:

+Orbit Shield Power
+Volt Flash Power
+Alternate Character load outs
^Less weird Phantom visuals
*Phantoms are less obnoxious, hopefully.

Hopefully more stuff sooner than later.


Title: Re: Psi-lunky (alpha 8)
Post by: Skoke on June 19, 2014, 10:39:17 AM
Orbit Shield and Volt Flash sounds pretty cool, I'm downloading it now


Title: Re: Psi-lunky (alpha 8)
Post by: Urza on June 19, 2014, 11:05:49 PM
Seems harder than I remember, but maybe I'm just rusty. Did you change it so the cooler powers are rarer or (explosion and such) show up later?


Title: Re: Psi-lunky (alpha 8)
Post by: hyperme on June 20, 2014, 06:40:01 AM
Seems harder than I remember, but maybe I'm just rusty. Did you change it so the cooler powers are rarer or (explosion and such) show up later?

Yeah, powers are broken up into Rare, Uncommon and Common. Good powers like Explode and Teleport are rare, useful powers like the block ones are uncommon and the just okay ones like Summon Flare are common. Common powers might even appear in shops in the future.


Title: Re: Psi-lunky (alpha 8)
Post by: Urza on July 01, 2014, 05:34:53 PM
Wow, I didn't realize the shields were cumulative. Or if I knew that before I forgot. :P I just got a blue shield by collecting a second red one and whoa! That thing is awesome for an outlaw type.