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Games => Source => Topic started by: Urza on June 14, 2013, 11:21:38 PM



Title: Spelunky Natural [NSFW]
Post by: Urza on June 14, 2013, 11:21:38 PM
So in Spelunky Classic (as we're calling it now) there are three playable characters. The main dude, the Damsel, and Tunnel Man. Tunnel Man has a major difference, but the Damsel is disappointingly identical to the Main Dude.

To rectify this, I have given her the ability to take her clothes off.

If that sounds great to you, Download Now! (http://www.mediafire.com/?g9m85ui1odxx5yx)

If that sounds "meh" to you, read on.

If that sounds terrible to you, click here (http://mossmouth.com/forums/index.php?topic=3484.msg75948#msg75948).

In case you're wondering, taking off her clothes does have an actual purpose. Consider: She normally gets around just as good as the other two characters despite wearing an outfit which is totally inappropriate for adventuring. So she must be pretty athletic. Imagine what she could do without the dress slowing her down! In case you can't imagine, she could jump higher, run faster, fall further, swim better and fly longer. That's what she could do.

Who knows why she didn't just bring some more appropriate clothing, but she did bring a longer (and more stylish) whip.

But wait, there's more.

This mod also changes many little control annoyances. Such as "hanging" on a ledge while touching the ground. The difficulty of jumping on and off ropes. And getting crushed by flip-hanging into a small space. The name "Natural" is strained attempt to tie this in with the nudity, see...

But why make a mod that changes one or two things, when you can make one that changes a million different things with no logical relationship to eachother??

Here are some of them (because I'm sure I've forgotten a few):

  • Many new items (some easy to find, some not)
  • Improvements to the altar (hint, hint)
  • Several weak existing items have been upgraded.
  • Some annoying items have been made less annoying.
  • A couple of strong items have been toned down.
  • You can put things open chests and other containers.
  • You can carry heavy items (like chests and corpses) between levels.
  • Improved Magic Sign support (you can recolor items, for instance).
  • You can unlock secrets while playing the Damsel.
  • Subtle tweaks to crime and punishment.
  • And new tutorial to help you make sense of it all.
  • Custom shops! No magic signs required.
  • Editor Plus stuff.
  • Seamless edges on levels with alternate borders.
  • Levels with no entrance no longer rarely get corrupted.
  • Smoother, easier to use area fill tool.
  • Opens both ASCII and UTF-8 levels.
  • New doors and keys for custom levels.
  • You can make mattocks with a fixed number of uses.
  • Custom (magic signs) objects can added to the editor.
  • New features for creating persistent level sets.
  • Mines and explosive crates ą la Spelunky HD.
  • Stores high scores in a file instead of the Registry.

(http://imageshack.us/a/img850/6398/i2o.gif)
A nudie pic, pixelated for your protection.
(http://imageshack.us/a/img19/1108/3nph.gif)
Look closely and you'll see... some stuff.

(http://imageshack.us/a/img823/397/jsl.gif)
Gateway to the new tuttoral.

Ready to play? DOWNLOAD NOW (http://www.mediafire.com/?g9m85ui1odxx5yx)


Title: Re: Spelunky Natural
Post by: Urza on June 14, 2013, 11:24:29 PM
So maybe you're not crazy about the undressing thing. You can turn it off. When first run, Spelunky Natural creates a file called "natural.cfg". Open this and add the words no nude on a blank line. Then restart. Or if you want to keep all functionality without being exposed to naughty bits, write censor instead. This will use a blur effect similar to The Sims. Incidentally, that file has another use too: If you've never unlocked the Damsel and want to play her right away, you can put open sesame in there to access all doors in the score room.

Alright, now go read the rest of the features (http://mossmouth.com/forums/index.php?topic=3484.msg75947#msg75947), if you haven't yet.


Version History:
1.0 Initial version.
2.0 Merged in Editor Plus stuff, added custom shop tiles.
2.1 More editor improvements. Tweaked borders and area fill tool, fixed obscure file format bug (maybe).
2.2 Added the ability to load UTF-8 levels.
2.3 Generally fixed up the shop/vending code and handled some odd cases.
2.4 New Locks/Keys. Improved persistence for certain item variables.
2.5 Added "virtual tiles (http://mossmouth.com/forums/index.php?topic=3484.msg76504#msg76504)" feature..
2.5.2 Persistence related features.
2.6 Added mine and TNT crate, more persistence stuff.
2.6.1 Fixed some bugs in bonus rooms, made lurking skeletons bombable.
2.7 Mitt upgrade, dead damsels look different when held, censor option.
2.7.1 Tweaked mitt, especially in relation to ball-and-chain.
2.8 Shotgun reloading indicators and file-based high scores.
2.9 Fixed a few minor bugs.


Source Code (http://www.mediafire.com/download/hb5yqrxscoz7wrh/Spelunky+Natural+Source.zip) is now available.


Title: Re: Spelunky Natural
Post by: Nathan on June 15, 2013, 12:41:22 AM
Looks really neat. Downloading now!


Title: Re: Spelunky Natural
Post by: marsgreekgod on June 15, 2013, 12:48:09 AM
Huh. I don't THINK this is breaking any rules... not really?

(I got some reports)

I'll let it stand for now, becuse, meh it's real content.


Title: Re: Spelunky Natural
Post by: KarjamP on June 15, 2013, 03:59:04 AM
Huh. I don't THINK this is breaking any rules... not really?

(I got some reports)

I'll let it stand for now, becuse, meh it's real content.

Well, they're probably reporting this for being "Not Safe For Work", which is a rule of this forums, IIRC.

Not saying you'd HAVE to get rid of it, just saying that's what others are reporting it as.


Title: Re: Spelunky Natural
Post by: Moloch on June 15, 2013, 09:53:42 AM
I love the changes to the gloves, mitt, and spring shoes. The jetpack feels like to was nerfed too much, but maybe after dying a bunch of times using it I'll adjust. :D
The chest/backpack inventory is great (esp. in comparison to the way-overpowered YASM inventory)...my only criticism there is that the backpack item sprite looks like a brown blob of nothing in particular...I couldn't do better, but maybe there's a little backpack sprite from a pokemon game or something that you could modify.
I like the improved water movement too. Did you fix how you can swim up and launch yourself out of the water like a dolphin?

I saw a strange thing on a smoky altar but died before I got there - will play more later.


Title: Re: Spelunky Natural
Post by: Whooper1222 on June 15, 2013, 10:12:17 AM
Seriously, what was the Damsel carrying in her dress?  ???


Title: Re: Spelunky Natural
Post by: Urza on June 15, 2013, 10:46:29 AM
Huh. I don't THINK this is breaking any rules... not really?

(I got some reports)

I'll let it stand for now, becuse, meh it's real content.
Thanks. I realize this is kind of pushing it. If you (mods) decide it's over the line, please let me know if there's some way I can tone it down without removing it completely.

I love the changes to the gloves, mitt, and spring shoes. The jetpack feels like to was nerfed too much, but maybe after dying a bunch of times using it I'll adjust. :D
The chest/backpack inventory is great (esp. in comparison to the way-overpowered YASM inventory)...my only criticism there is that the backpack item sprite looks like a brown blob of nothing in particular...I couldn't do better, but maybe there's a little backpack sprite from a pokemon game or something that you could modify.
I like the improved water movement too. Did you fix how you can swim up and launch yourself out of the water like a dolphin?

I saw a strange thing on a smoky altar but died before I got there - will play more later.
On the jetpack, you just have to get in the habit of letting it recharge between flights. I think it's still very useful. It took me a long time it get the backpack looking even that good. :P I don't think I changed anything about jumping out of water. I'll make a note to look into that. Breaking custom levels would be a concern, although currently this can't handle editor plus levels or anything anyway.

My biggest regret is not basing this on one of those mods to start with, I'd like merge some of those features at some point.

Good luck with the altar.

Seriously, what was the Damsel carrying in her dress?  ???
An mp3 player, credit cards, tums, tylenol, a glasses screwdriver, kleenex, bandaids, stamps, a digital camera, a mini leatherman tool, nail clipper, pens and a pencil, toiletries, checkbook, cell phone, car keys, and a miniature anvil.


Title: Re: Spelunky Natural
Post by: halibabica on June 15, 2013, 12:33:00 PM
Eh, it's kinda perverted, but it's also 16x16 pixels. I don't think it's a big deal, but something in the topic title indicating such is needed.


Title: Re: Spelunky Natural
Post by: Nathan on June 15, 2013, 03:08:02 PM
I mean its a nude damsel. The original damsel art is already pretty perverted. Im sure we have all seen worse.


Title: Re: Spelunky Natural
Post by: Urza on June 15, 2013, 04:43:52 PM
Although I did my very best to make her anatomically correct, the uh, limitations of medium (and the fact that her head is HUGE) mean that her body is five pixels wide and somewhat less than an erotic masterpiece. Unless someone already has a pretty good idea what a naked woman looks like, I think they'd be hard pressed to even guess what each pixel represents.

However I did manage to make her neck less freakish when she looks up.


Title: Re: Spelunky Natural
Post by: Moloch on June 15, 2013, 04:55:05 PM
Not sure if the NSFW/perverted comments and moderator reports are joking, or if it's some sort of expression of male guilt due to all the discussion of how women are portrayed in games and the gaming industry in the past year.. and I don't even know if this mod is intentionally poking fun at the issue...but seriously, WTF? She is a playable character and BEING NAKED GIVES HER SUPER POWERS! If you want to be offended, see: photo-realism Alyx nude skins, boob-physics, 'poor' purple elves dancing on mailboxes for gold/items, any game where you can only play as a male character, etc..


Title: Re: Spelunky Natural
Post by: Urza on June 15, 2013, 07:25:28 PM
I even put in a feminist challenge. To complete it, you must finish the game as the Damsel, with 100,000 gold and no help from men. Rescuing spelunkers and buying from shopkeepers both constitute help from men, so does sacrificing or robbing them. This is pretty difficult, but it unlocks one of the secrets I mentioned.

But to change the subject—because I really hope this thread doens't turn into a massive argument about women in games—can anyone give me some advice about giving this editor plus support? Like I said I wish I had built on top of that in the first place, but at this stage, the biggest question is whether I should try to import editor plus features into this, or do it the other way around.


Title: Re: Spelunky Natural
Post by: TyrOvC on June 15, 2013, 10:07:51 PM
Oh oh! Theoretically you could use http://mossmouth.com/forums/index.php?topic=2920.0 to speed up finding and adding the editor plus differences. Though you're probably mostly talking about adding the new items and stuff to the editor, and it's been a bit too long for me to be helpful on that without freetime to read through the code on my part.


Title: Re: Spelunky Natural
Post by: Moloch on June 15, 2013, 10:22:48 PM
can anyone give me some advice about giving this editor plus support? Like I said I wish I had built on top of that in the first place, but at this stage, the biggest question is whether I should try to import editor plus features into this, or do it the other way around.

Oh oh! Theoretically you could use http://mossmouth.com/forums/index.php?topic=2920.0 to speed up finding and adding the editor plus differences. Though you're probably mostly talking about adding the new items and stuff to the editor, and it's been a bit too long for me to be helpful on that without freetime to read through the code on my part.

Hopefully that SVN tool is useful. Here's some of my thoughts on doing it the hard way :(

Saving/loading sprites from GM (.gmspr) is stupid because it doesn't save the collision mask or origin settings when you load it. Maybe one of the custom IDEs (Parakeet is one of them) for GM would have useful features that would help?

Aside from getting the unique objects/sprites in, there's a lot of added bits in existing objects. Right now i'm adding the Ed+ vending machines to YASM and there was stuff for those in almost every 'create' event for every object that is sellable. Trying to save some time by making a script to handle it.

The process for me was a lot of copy/paste and tabbing between two GM windows, and a file comparer for checking code (WinMerge or Notepad++).

I'm tempted to say import your stuff into Ed+ but I don't know how much was involved in your changes.

YASM was already a mess when I started adding Ed+ stuff, and it mostly works. You're likely more capable than me, so there's some encouragement. :D


Title: Re: Spelunky Natural
Post by: Urza on June 16, 2013, 01:20:57 AM
I just counted 510 code changes in my mod, not including any I forgot to comment...

Yeah, I think that SVN stuff may be worth looking into. It's kind of intimidating, but the doing it manually sure isn't very attractive either.


Title: Re: Spelunky Natural
Post by: Kegluneq on June 16, 2013, 01:54:49 AM
Nice work! I'll admit I feel like the whole nudity thing is a tad bit unnecessary, but it doesn't seem like it constitutes as NSFW in any way at all.


Title: Re: Spelunky Natural
Post by: hyperme on June 16, 2013, 05:03:31 AM
But to change the subject—because I really hope this thread doens't turn into a massive argument about women in games—can anyone give me some advice about giving this editor plus support? Like I said I wish I had built on top of that in the first place, but at this stage, the biggest question is whether I should try to import editor plus features into this, or do it the other way around.

Depending on how much you've changed around, I'd import into Editor Plus. There's a bunch of changes spread across all sorts of places. Ones I can remember of the top of my head:

scrCreateTile, scrCreateTileObj, scrSetCursorTile and oLevelEditor have had a bunch of stuff added. Duh.
Derek's idiot* 'have a tile for everything' system was replaced with halibabica's just 'change the sprite you dolt' system.
Layers. Of course, now the code works, it's pretty easy to port.
Tile Selector. Somewhat easy to port.
oPlayer1 has a bunch of changes in order to make the trapped items work.
Items without costs have had them added, stuff to make them not have costs in the main game, a new shopName variable for Vending Machines.
Also a thing to let you destroy Vending Machines items to avoid a crash.
Every enemy that carries an item now has a new variable to say what they carry and code to set them to carry default items in the main game.
The same applies to Locked Chests and Kali Alters.
scrMakeItem has been added.
Magic Signs!
Some items have stupid joke names that have a 1% chance of happening and can only be seen with Vending Machines. True Story!


Title: Re: Spelunky Natural
Post by: Urza on June 16, 2013, 07:39:01 AM
Hmm. I'm concerned that I've messed with many of the same areas. I guess I'll just have to jump in, one way or another, and see how it goes.


Title: Re: Spelunky Natural
Post by: hyperme on June 16, 2013, 12:20:37 PM
Feminist challenge is evil. Curse it and it's evilness. No interacting with shops is the main problem, since you know, very few items. Health is also an issue. I'm guessing no shortcuts as well, since Tunnel Man is, well you know.

Is there an equivalent thing for the Tunnel Man, where I can't get help from white people?


Also I fail to see how knocking someone unconscious and sacrificing them to an explicitly female deity counts as help.


Title: Re: Spelunky Natural
Post by: Urza on June 16, 2013, 12:39:46 PM
Feminist challenge is evil. Curse it and it's evilness. No interacting with shops is the main problem, since you know, very few items. Health is also an issue. I'm guessing no shortcuts as well, since Tunnel Man is, well you know.

Is there an equivalent thing for the Tunnel Man, where I can't get help from white people?

Also I fail to see how knocking someone unconscious and sacrificing them to an explicitly female deity counts as help.

Hmm, I don't think I specifically factored in tunnel man (so buying a shortcut during the run would be okay). But you do have to play from the beginning for any of the challenges. I partly agree on the sacrifice thing. I did it that way mainly for thematic reasons. I wanted it to be more "I don't need you, I can do anything on my own!" rather than "I hate men and will devour your spleen!" Ya, know?

I did think about adding some kind of challenge(s) for the other characters, but I haven't got to that. I wouldn't want it to be an exact duplicate like that, in any case.


Title: Re: Spelunky Natural
Post by: halibabica on June 16, 2013, 04:40:18 PM
Is there an equivalent thing for the Tunnel Man, where I can't get help from white people?
I almost feel bad for loling at this.


Title: Re: Spelunky Natural
Post by: TyrOvC on June 16, 2013, 05:19:14 PM
Someone could make Spelunky Racist, then when both of these mods get noticed by the press the forum will explode with debate and hatemail from outsiders!


hmm, and I do post links to my own stuff here... if the forums exploded it could potentially raise my seo...


Title: Re: Spelunky Natural
Post by: Nathan on June 17, 2013, 12:13:55 AM
Like the terrorist mod where everyone looked middle eastern and you started with tons of bombs?


Title: Re: Spelunky Natural
Post by: hyperme on June 17, 2013, 07:57:42 AM
I beat the challenge and unlocked *something*. It was hard. Hints:

Get crates.
Get the Scepter.
Be lucky with crates to have enough bombs and ropes.
Get Naked when fighting Olmec.


Title: Re: Spelunky Natural
Post by: Urza on June 17, 2013, 10:08:41 AM
Well done. I'm thinking I probably should have put in some kind of clue as to what the secret is. For now, I'll give you one myself: “A girl's best friend.” You don't have to be playing the Damsel to find it though, now that it's unlocked.


Title: Re: Spelunky Natural [NSFW]
Post by: Wonkyth on June 17, 2013, 03:36:36 PM
I whacked an NSFW label on the topic simply because it would kinda suck if someone lot their job over something like this. :P

Carry on. ^_^


Title: Re: Spelunky Natural [NSFW]
Post by: hyperme on June 19, 2013, 02:35:40 PM
For reasons that involve having enough items to justify a new shop type in Psi-lunky, where did you put the code for putting items in the bag/satchel in oPlayer1's massive block of code? Since your item bag thing works, using your trigger position should avoid problems.

Also what are other secret unlockers???


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on June 19, 2013, 04:42:37 PM
For reasons that involve having enough items to justify a new shop type in Psi-lunky, where did you put the code for putting items in the bag/satchel in oPlayer1's massive block of code? Since your item bag thing works, using your trigger position should avoid problems.
Since it's based on the Switch/Item key, I put it in the code for that, the block beginning with:
else if (inGame and kItemPressed and not whipping)
I donno if that's likely to make sense for yours. But that whole if-else if chain seems to control many actions, so some place in there might well be appropriate.

Quote
Also what are other secret unlockers???
I don't want to totally give them away just yet, but there are only two others so far, and they're significantly less creative, being directly related to the Damsel's new abilities.


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on June 22, 2013, 06:55:23 PM
A little status update:

I have successfully merged this with Editor Plus. Where "successfully" means I created a .gmk file that compiles and does not crash immediately when played.

But many bugs have been introduced, ranging from the predictable (containers stopped functioning), to the unexpected (giant spiders ignore you walking under them), to the bizarre (ropes shoot into the air and then just fall down again without effect).

Still, it's progress.


Title: Re: Spelunky Natural [NSFW]
Post by: Whooper1222 on June 22, 2013, 10:50:48 PM
A little status update:

I have successfully merged this with Editor Plus. Where "successfully" means I created a .gmk file that compiles and does not crash immediately when played.

But many bugs have been introduced, ranging from the predictable (containers stopped functioning), to the unexpected (giant spiders ignore you walking under them), to the bizarre (ropes shoot into the air and then just fall down again without effect).

Still, it's progress.
Looking forward to this mod...


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on June 23, 2013, 12:14:22 AM
Looking forward to this mod...
Just in case you missed it, Spelunky Natural is ready and fully playable now. It's only integrating the Editor Plus stuff that I'm still working on at the moment (although other enhancements may come later).


Title: Re: Spelunky Natural [NSFW]
Post by: Whooper1222 on June 23, 2013, 01:39:23 AM
Looking forward to this mod...
Just in case you missed it, Spelunky Natural is ready and fully playable now. It's only integrating the Editor Plus stuff that I'm still working on at the moment (although other enhancements may come later).
Hope you finish it quick(by that I mean the Editor+ integration), so that you get to work with the other features.


Title: Re: Spelunky Natural [NSFW]
Post by: Skoke on June 23, 2013, 02:26:12 PM
Looking forward to this mod...
Just in case you missed it, Spelunky Natural is ready and fully playable now. It's only integrating the Editor Plus stuff that I'm still working on at the moment (although other enhancements may come later).
Hope you finish it quick(by that I mean the Editor+ integration), so that you get to work with the other features.

The new features are done, the link is in the OP. Its just importing to Editor+ now


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on June 29, 2013, 01:19:12 AM
Another update: I've been kind of busy lately, but I think I've just about patched up all the damage from the merge. But there still some loose ends with more minor things like vending machines and altars with custom gifts.

Speaking of alters, has anyone figured out the new stuff going on there? I didn't intend it to be super secret or anything. So If nobody's got it yet I may need to make it more obvious somehow.


Title: Re: Spelunky Natural [NSFW]
Post by: hyperme on June 29, 2013, 04:03:32 AM
Another update: I've been kind of busy lately, but I think I've just about patched up all the damage from the merge. But there still some loose ends with more minor things like vending machines and altars with custom gifts.

Speaking of alters, has anyone figured out the new stuff going on there? I didn't intend it to be super secret or anything. So If nobody's got it yet I may need to make it more obvious somehow.

Put thing on alter, supply catalyst, acquire reward.


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on June 29, 2013, 12:16:56 PM
Put thing on alter, supply catalyst, acquire reward.
Exactly. Just checking. :)


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on July 01, 2013, 06:04:40 PM
I'd like get thoughts from the community about tile symbols. There are, if I counted correctly, just 5 unused symbols. I'd like to implement no-magic-sign custom shops, which will require two tiles. I figure that's a worthy use. But of the remaining three, is anything form Spelunky Natural worth putting in? I was thinking maybe the backpack if anything, but it's not like making a sign and writing ?@oBackpack on it is hard or anything. Also, does a "shop" belong more in "flats", "level mods" or "items" where the vending machines are?

On a related note, I noticed Editor Plus includes code in scrCreateTileObj for a few things that you can't actually place in the editor. Notably dice (which will be important for custom dice houses). Does this have something to do with its character, 0x81, being poorly supported in various text editors? It does seem to work, it just makes the level look odd if you view it in notepad, etc.

Edit: Looks like editor was supposed include dice all along. That funky character was definitely to blame somehow. I think either gmksplitter or kdiff3 must have choked on it. I replaced the literal character with chr(129) in the code just to be safe.


Title: Re: Spelunky Natural [NSFW]
Post by: CaSoDaN on July 01, 2013, 09:03:10 PM
Dayuuum. This mod is HOT!


Title: Re: Spelunky Natural [NSFW]
Post by: Moloch on July 01, 2013, 09:36:54 PM
This is a thought I had, if I can articulate it...
Instead of worrying about what to use with the last few ASCII characters that remain, why not add whatever tiles you want to the editor/tile selector, and all it does is automatically place a Magic Sign with ?oBackpack or whatever. Also have a script within the editor that replaces the sign tile sprite with sBackpack (or for any other magic sign, replaces the sign tile with the sprite used in the "$" syntax of the sign so you aren't looking at a bunch of sign sprites. In these cases it would hide the text extending from the sign in the editor until you hover the mouse over it. The idea is to hide the Magic Signs behind the standard tile selector interface using a template/prefab system. There could also be a custom tile category that loads/saves to a text file for signs you create and use often. A CSV file something like: tooltip1, tooltip2 (displayed in tile selector), sprite, sign_text
I wanted to try something like this but I wasn't up to editing the Magic Signs script, which would be required.


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on July 01, 2013, 10:07:01 PM
That's an intriguing idea! My first thought is that displaying all magic signs as tiles might be too ambitious. But making a class of objects that are automatically translated that way sounds both feasible and useful.


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on July 04, 2013, 01:46:53 PM
I decided to go ahead and add the shop control objects as standard tiles (ā and ō). I still like the idea of automatically translating magic signs, but I wanted to get this version out, and that might take a while.

It works like this. Two new tiles have been added to the level mods group. Shop Top and Shop End. You place them at the top left and bottom right of the shop, respectively, and it automatically takes care of pretty much everything:
  • Shopkeepers became peaceful.
  • Items are marked for sale.
  • Walls are marked as shop walls. (Don't break them or else.)
  • If the shop contains Dice, it becomes a Dice House.
  • If the shop contains a Damsel, it becomes a Kissing Booth.
  • Otherwise it's a Supply Shop.
  • Any shop sign will be adjusted to the correct picture.
.
So! Go download it (link in first post). You might also want to try this sample level: The Three Keys of Nar (http://spelunkylevels.tyr-net.net/?do=showlevel:136).


Title: Re: Spelunky Natural [NSFW]
Post by: Nathan on July 04, 2013, 02:05:18 PM
THANKS DUDE!!!!!1 Think you could add this into the editor + so I can have normal spelunky levels with shops?


Title: Re: Spelunky Natural [NSFW]
Post by: hyperme on July 04, 2013, 02:27:46 PM
THANKS DUDE!!!!!1 Think you could add this into the editor + so I can have normal spelunky levels with shops?

No. Use vending machines. Such is life in soviet Hyperion Editor Plus. Or use Magic Signs but still the point is the point.


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on July 05, 2013, 01:09:35 PM
Apparently the last version (with the Editor Plus merge) has an unfortunate bug... the Ankh doens't save you anymore. Oops. I'll work on it.

Edit: Fixed it. You may want to redownload. Although it turns out the Ankh wasn't completely broken. It was just failing to return you to the entrance. Which meant certain things like the bottomless pit or explosions would instantly re-kill you.

Edit 2: I found another bug. :( The second and third layers can get corrupted and misaligned in certain situations. Preliminary testing suggests this happens if there is not a sign on the first layer. Once again, working on it.

Edit 3: For anyone keeping score, it's all Derek's fault. Inexplicably, when saving a level, if the number of either signs or exits is 0, that 0 will not be followed by a linefeed. It's not a bug, it's designed that way explicitly. But it makes no sense and breaks the level loading code. In standard Spelunky it's not too bad. Nothing comes after sign text, so the worst it could do was break your signs on a level that had no entrance or exit. That's rare, obviously. But with the editor plus stuff added in, it can also break layers 2 and 3. It's gonna be a pain, but I can probably hack the level loading code to work around this craziness.

Edit 4: So.... Apparently the no linefeed after a zero thing was actually correct for the signs but not for the exits. I have NO idea why, but by trial and error that's the combination that seems to work for all levels. I'll have another update out shortly once I tackle a final loose end, it can't be as bad as this one, right?


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on July 07, 2013, 09:38:35 AM
Whew! New version! Aside from the fairly boring issue explained above, it matches the edges better on user levels that use custom borders. For instance if you use the Temple level mod, temple tiles will connect to the border seamlessly. It also has an improved area fill (ctrl+drag) feature, combining the selection box from TLS with an all new formula that follows the mouse better.


Title: Re: Spelunky Natural [NSFW]
Post by: Calcius on July 07, 2013, 10:03:24 PM
Been playing your mod a bit, and some of the aspects can make for some fun user levels ^_^. I have already made one with the intent of making it a little 4 level story. Great mod :D. Glad you didn't overdue the naked part :P.


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on July 07, 2013, 11:04:26 PM
Been playing your mod a bit, and some of the aspects can make for some fun user levels ^_^. I have already made one with the intent of making it a little 4 level story. Great mod :D. Glad you didn't overdue the naked part :P.
Thanks. I'm almost tempted to take out the nudity, but I figure if that really put anyone off playing—even though I gave directions to completely disable the nudity—meh, it's their loss.

Anyway, Update! Spelunky Natural can now open UTF-8 levels (like those created by recent versions of Ed+) as well as traditional ASCII levels. I've not tested this extensively yet, so if anyone notices any glitches, let me know. For that matter if you notice any other bugs, don't be afraid to speak up. I can't fix 'em if I don't know they exist.


Title: Re: Spelunky Natural [NSFW]
Post by: halibabica on July 08, 2013, 04:18:00 AM
I'm almost tempted to take out the nudity, but I figure if that really put anyone off playing—even though I gave directions to completely disable the nudity—meh, it's their loss.
You could just give her underwear.


Title: Re: Spelunky Natural [NSFW]
Post by: Moloch on July 08, 2013, 08:20:00 AM
Anyway, Update! Spelunky Natural can now open UTF-8 levels (like those created by recent versions of Ed+) as well as traditional ASCII levels. I've not tested this extensively yet, so if anyone notices any glitches, let me know. For that matter if you notice any other bugs, don't be afraid to speak up. I can't fix 'em if I don't know they exist.

This is great...It would really help me to see how you did the ASCII/UTF-8 compatibility, and if there was something clever you did to get vending machines working. I tested a few levels and it was fine.

Bugs
- when you use a level border mod with the matching block type (ice cave border with oDark..etc) the bottom edge of the blocks do get set the the proper sprite when their is nothing under them, but they look right without the border mod.
- left click+drag doesn't fill


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on July 08, 2013, 09:48:50 AM
This is great...It would really help me to see how you did the ASCII/UTF-8 compatibility, and if there was something clever you did to get vending machines working. I tested a few levels and it was fine.
It's very simple, maybe too simple. When loading each layer, it checks if the lines are longer than the 40 characters they should be.
    for (j = 0; j < 32; j += 1)
    {
        str = file_text_read_string(file);
        if (string_length(str) > 40) str = scrUnUnicode(str); //Spelunky Natural
        for (i = 0; i < 40; i += 1)
        {
            levelArray[i, j] = string_char_at(str, i+1);
//scrCreateTileObj(levelArray[i, j], 16+i*16, 16+j*16);
        }
        file_text_readln(file);
    }


If so, it passes them through this script (http://www.mediafire.com/download/n7ooq65a5y1xu58/scrUnUnicode.zip), which simply does a series of text replacements from UTF-8 gobbledygook to ASCII characters. It's very naive, but it seems to work.

As for the vending machines... I have no idea. Remember I did an automatic merge on this. It's true they were initially broken for me too, but I think this had to do with some changes I make to how "cost" for items is handled, so probably not the same as the trouble you've had.

By the way, I do plan to post the full source code once I get this in a little better shape (such as cleaning up the mess I made of costs, for instance).

Quote
Bugs
- when you use a level border mod with the matching block type (ice cave border with oDark..etc) the bottom edge of the blocks do get set the the proper sprite when their is nothing under them, but they look right without the border mod.
I'm not totally sure I understand. I just fixed a bug related to the frozen zone messing up borders. Please download again and see if that took care of it. If not, could you please post a screenshot?

Quote
- left click+drag doesn't fill
Are you holding ctrl?


Title: Re: Spelunky Natural [NSFW]
Post by: TyrOvC on July 08, 2013, 11:03:08 AM
It's very simple, maybe too simple. When loading each layer, it checks if the lines are longer than the 40 characters they should be.
Hah, that's really clever!


Title: Re: Spelunky Natural [NSFW]
Post by: Moloch on July 08, 2013, 11:28:58 AM
<Unicode stuff>
Thanks!

Quote
As for the vending machines... I have no idea. Remember I did an automatic merge on this. It's true they were initially broken for me too, but I think this had to do with some changes I make to how "cost" for items is handled, so probably not the same as the trouble you've had.

I did manually copy the vending machine stuff, but what you said helps, as my problem is that most items with the vending machines aren't even for sale - you can just steal them, but for unknown reason, a few items work properly (jar for sale!). There could be something I missed somewhere related to the cost.

Quote
I'm not totally sure I understand. I just fixed a bug related to the frozen zone messing up borders. Please download again and see if that took care of it. If not, could you please post a screenshot?

I may have accidentaly a word. When I use a custom border, blocks without another of the same block under them aren't using the proper sprite. I'll get a screenshot.

No border mod. Looks good.
(http://i.imgur.com/PhZNDs4.png)

With border mod, 'undecorated' bottom edge of blocks:
(http://i.imgur.com/oP16N9P.png)


Quote
Are you holding ctrl?

Yes - the selection box was visible too! But now it's working, so.. that was weird. :P


Title: Re: Spelunky Natural [NSFW]
Post by: Calcius on July 08, 2013, 04:14:35 PM
Anyone mind explaining how to make the "No (insert item here)s allowed!" work? I'm attempting to make a map and I don't want to mess with it for 40 days when there is a simple answer somewhere :P.


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on July 08, 2013, 05:36:56 PM
<Unicode stuff>
Thanks!

Quote
As for the vending machines... I have no idea. Remember I did an automatic merge on this. It's true they were initially broken for me too, but I think this had to do with some changes I make to how "cost" for items is handled, so probably not the same as the trouble you've had.

I did manually copy the vending machine stuff, but what you said helps, as my problem is that most items with the vending machines aren't even for sale - you can just steal them, but for unknown reason, a few items work properly (jar for sale!). There could be something I missed somewhere related to the cost.
That does actually sound pretty similar to what I had. My "fix" for this and some related cost problems involved adding a new variable "MSRP" that always contains the base value of an item, whether it's for sale or not. I haven't decided if that was a good idea yet though. :P

Quote
Quote
I'm not totally sure I understand. I just fixed a bug related to the frozen zone messing up borders. Please download again and see if that took care of it. If not, could you please post a screenshot?

I may have accidentaly a word. When I use a custom border, blocks without another of the same block under them aren't using the proper sprite. I'll get a screenshot.

No border mod. Looks good.
[PIC]

With border mod, 'undecorated' bottom edge of blocks:
[PIC]
Dang, sure is. I'll have to mess with it more.

Quote
Quote
Are you holding ctrl?

Yes - the selection box was visible too! But now it's working, so.. that was weird. :P
Well that's good... kinda. Knowing what happened would be better, but oh well.

Anyone mind explaining how to make the "No (insert item here)'s allowed!" work? I'm attempting to make a map and I don't want to mess with it for 40 days when there is a simple answer somewhere :P.
Are you referring to the "no keys allowed" thing on the tutorial? Oh boy, umm. It uses four different magic signs, so your best bet is to copy what that level exactly. It's like this:
XXX
X1X
XXX
 2
34
XXX

X = Wall
1 = ?oBlock?depth=99&(D)E?depth=99
2 = ?oDoor?i.=1?status=2
3 = %A=oDoor,V=y,N=113,T=oKey,D=96,O=<AR%?*a%K?status=1
4 = %A=oDoor,T=oBlock,D=14,V=status,N=2,O=FAR%?*a%K?y-=1

Just change oKey to whatever you want and it should still work. The number right after that should be the range it detects the key at. But you probably just want to get it working, then you can try tweaking it if you want.


Title: Re: Spelunky Natural [NSFW]
Post by: Calcius on July 08, 2013, 06:00:59 PM


....Just change oKey to whatever you want and it should still work. The number right after that should be the range it detects the key at. But you probably just want to get it working, then you can try tweaking it if you want.

Ohkay, thanks! :D. Also, dunno if this is intentional, but it seems there is no way to obtain mod  items on the level editor. (As you are editing though, sacrificing for all of the fun stuff still works :P).



Title: Re: Spelunky Natural [NSFW]
Post by: Urza on July 08, 2013, 06:13:26 PM
It's because there are almost no symbols left to represent things in the level files. You can place them with magic signs, if you know/can guess the name. As we discussed a little ways back I might try and come up with a system where it lets you place things like normal, even though it really uses magic signs behind the scenes. I'll at least put together list of objects eventually (perhaps leaving out just a few "secret" ones).


Title: Re: Spelunky Natural [NSFW]
Post by: Calcius on July 08, 2013, 06:57:44 PM
... I'll at least put together list of objects eventually (perhaps leaving out just a few "secret" ones).

Cool :P. If I may suggest a something for the mod, You should also add an option where she has underwear, in case somebody still wants the buffs/debuffs but doesn't like seeing pixelated parts. Also, if the damsel can't carry anything...Shouldn't diggy dig man and spelunker have at least one pocket sense they knew where they were going? Just a suggestion. Btw, did you add your name to the list of shopkeepers? xD

EDIT: I would get it if you were to dislike the idea of spelunker having another slot, and disliking tunnel man having one because he is overpowered already though :P.


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on July 08, 2013, 09:17:48 PM
Cool :P. If I may suggest a something for the mod, You should also add an option where she has underwear, in case somebody still wants the buffs/debuffs but doesn't like seeing pixelated parts. Also, if the damsel can't carry anything...Shouldn't diggy dig man and spelunker have at least one pocket sense they knew where they were going? Just a suggestion. Btw, did you add your name to the list of shopkeepers? xD

EDIT: I would get it if you were to dislike the idea of spelunker having another slot, and disliking tunnel man having one because he is overpowered already though :P.
halibabica just suggested Underwear too. I suppose it's worth considering at some point, but I'm more interested in editor stuff at the moment. Pockets... yeah no, for the reason you said. I thought about some sort of deal where you could start with an item—so that would be like starting with a backpack—maybe connected with a challenge or something, but I don't have an specifics yet. An yes, I slipped my name along with a few others, into the shoppy pool.



Aaaand, I think I finally fixed the borders. Of course it's at least the third time I thought this. But this time I also made them set the matching background while I was at it (mainly visible with the temple border).


Title: Re: Spelunky Natural [NSFW]
Post by: chainsawplayin on July 09, 2013, 01:40:34 AM
as for me, it isn't very perverted. like man, a few pixels deleted. actually, when she's looking up, she looks like the TF2 engineer saying "NOPE!"  ;D


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on July 09, 2013, 01:55:38 PM
Just fixed a few bugs:
Gold chests have been placed in the no smoking section.
Reloading a custom level properly restores clothing/nudity.
Removed some misleading instructions from capes/jetpacks.
Stopped dead damsels from screaming or being dizzy.


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on July 11, 2013, 08:14:02 PM
Update! I spent a while polishing the shop code and stamping out a few bugs that cropped up in odd cases. Vending machines are still kinda weird, but they always were. Fixed the Moai head on custom levels. And I also put together a guide to some of the advanced features you can use in levels. That's here (http://www.mediafire.com/?cvs3xlogc9naz58), if you want it.


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on July 19, 2013, 08:50:23 PM
Did a few more bug fixes I don't quite remember, as usual, plus it can now track uses per mattock, if you desire. For example ?@oMattock?uses=3 makes a mattock that works exactly three times before breaking. The number is remembered even if you stick it in a chest or carry it to a new level. I also added new objects that let you make doors and chests with color-coded keys. I'm not really sure how useful this is, but it seemed fun. Plus I reserved a little space so I if I think of anything else that should be tracked per object it won't be hard to add.


Title: Re: Spelunky Natural [NSFW]
Post by: Nathan on July 20, 2013, 06:37:47 PM
wow your going all out on this mod!


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on July 25, 2013, 12:04:23 AM
So I went ahead and implemented this idea (http://mossmouth.com/forums/index.php?topic=3484.msg76504#msg76504) (more or less). The upshot of this is that almost all of the new objects are now directly available in the editor, by pressing 7. And if there's a magic sign you use frequently, you can add it to this list and place it like a standard object with the editor.

Now here are the technical details: The first time you start the editor it creates a file named "virtual tiles.cfg", containing a bunch of lines like this:
Code:
?@oBackpack//~sBackpackTile//BACKPACK
?@oHardhat//~sHardhatTile//HARDHAT
?oMetalDoor2//~sMetalDoor2//SILVER DOOR
The format is a tad cryptic (have no noticed I do this alot?) but it goes like this: First the normal magic sign part, then //~ which tells magics signs to ignore the rest, and activates the virtual sign stuff. After that, the only thing you must really should have is a sprite name to represent the tile in the editor. You can append a : and a frame number to that if you wish. After that, a slash, a color, another slash and a description, all optional. Once again, these are only for the editor, if you want the actual object to be colored, that goes in the first part. Here's a more complicated one:
Code:
?.bgDiceSign//~sFont:36/sign/DICE RULES
It uses frame 36 of the sprite sFont, which is the letter D. It uses the color "sign" (yes sign is a color now :P), as well as editor description "DICE RULES". And of course what it does it create the sign you see in gambling shops.

In any case, that exact text will be added to the .lvl file when you use this object. And since it's really a magic sign, something like that (which doesn't use Spelunky Natural-specific objects) will work just fine in Editor Plus or YASM too.

There is one detail that might cause rare compatibility problems, so I'll mention it. When loading a level, if the first part is just a straight-up object name, optionally with a @ or $ prefix, it will be created directly, instead of making an actual sign. Hopefully this speeds up load times in levels that use alot of these. And it means the object gets created one frame sooner. But if you load the level in Editor Plus, it won't get that special handling.

It's interesting to note that overcoming the tile limit was the original purpose of magic signs, so now we've come full circle, or something. This feature may still be a little bit rough on the edges, but I'd really like to hear what you all think.


Title: Re: Spelunky Natural [NSFW]
Post by: Moloch on July 25, 2013, 07:30:26 AM
Neat!


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on July 25, 2013, 08:35:49 AM
Whoops. I just noticed a recent change made normal signs invisible. Lemme fix that.
EDIT: Should be fixed now. You might want to download again.


Title: Re: Spelunky Natural [NSFW]
Post by: Moloch on August 04, 2013, 07:43:16 PM
Finally got around to spending some time with this, and I noticed the lower case sprite font...makes sense for use with Magic Signs, and it looks pretty good!
The broken teleporter didn't what I expected at all  :o


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on August 17, 2013, 04:56:19 PM
Added two new features to make semi-persistent ("metroidvania" style) levels possible:

First a new super command has been added to Magic Signs. INIT, which causes a global variable to be reset when the current game ends (i.e. you win, or quit to the title screen). This means you can use a global variable to track things between levels without worrying there will be leftover junk from the last play through.

Second, a new object (available as a "virtual tile") automatically keeps track of whether another object has been killed/removed, and if so deletes it the next time you visit that level. Intended for non-linear level sets where you can revisit levels. You can use this so bosses stay dead, treasure can only be collected once, etc. Again this resets when you win or quit to the title.


Title: Re: Spelunky Natural [NSFW]
Post by: hyperme on December 13, 2013, 01:12:08 PM
So, them keys and doors and chests what have colour coding.

Source plz? I cannot get Game Maker's godawful documentation to explain how to replicate the effect of the image editor's colourize function. Short of going full Doom and making key cards increasing compatibility (and adding a neat extra) is going nowhere.

Edit: I got it working, so I guess the point is now less relevant.


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on December 15, 2013, 03:57:18 PM
Hehe. I do plan to release the source, but I kind of wanted to do one more update on in first... but then you know how things go. Since you did figure it out, I guess there's no rush now. But I think I've drawn it out just about long enough, so I'm going to commit to releasing it by the end of the year, with or without the planned updates.


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on December 30, 2013, 05:26:08 PM
New version! And this time I've also included a set of 10 levels to show off the new stuff: The Citadel, wherein our hero must travel through the tower of an evil overload which just happened to be in his way, it's so annoying when that happens. The afore mentioned new stuff mainly relates to traps, exploding things and persistent changes.

Of particular interest might be the mines and exploding crates which obviously are inspired by Spelunky HD. They don't show up in standard levels (yet?) but you can use them in the editor. The crates are marked TNT rather than ☠ and work a little bit different. They still blow when struck by thrown objects, but not blood or debris. Instead they can be set off by the "shock" from a nearby explosion, even through walls.

Feedback is appreciated. I'm particularly interested in what people think of included metroidvania style level set.


Title: Re: Spelunky Natural [NSFW]
Post by: Moloch on December 30, 2013, 08:30:21 PM
New version!

The level set is nice, but I couldn't figure out what to do at one point. This doesn't mean much from me, as I usually never finish custom levels. The spring board on top of the push block was clever. I don't know if there was something special about the yellow rocks or they were just meant to match the sand. At first I thought they were gold nuggets and tried to trade them in at the shop...then I wondered if they were needed for a puzzle.

TNT and mines are great and work as I would expect. I like the levers too!


Title: Re: Spelunky Natural [NSFW]
Post by: Whooper1222 on December 31, 2013, 12:04:43 AM
Of particular interest might be the mines and exploding crates which obviously are inspired by Spelunky HD.
:-*:-*:-*


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on December 31, 2013, 10:55:26 PM
As promised, source code (http://www.mediafire.com/download/hb5yqrxscoz7wrh/Spelunky+Natural+Source.zip) is now available.

At the moment I wouldn't recommend using it as the basis for a new mod or anything that major because it still has a little bit of weird stuff going on... But if you just want to know "how did he..." or want to borrow some of the new items for another mod, dive in.


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on January 17, 2014, 12:55:04 PM
So I'm working on upgrading the pitcher's mitt to work more like HD, where thrown objects fly straight instead of arcing. For items it's working great, though I still need to add the code to items with non-inherited step events (e.g. jars and skulls).

But, for enemies I've hit a snag. I can't find the code that handles thrown enemies bouncing off walls. I've checked oEnemy as well as individual enemies like oCaveman and I can't find any code that appears to handle that. I suspect this might be handled by the platform engine, but it still has to be somewhere. Can anyone help me out?


Title: Re: Spelunky Natural [NSFW]
Post by: halibabica on January 17, 2014, 01:20:56 PM
I'd check around code sections where other heavy objects are thrown, ie the player's step event and related scripts. That's my guess, at least.


Title: Re: Spelunky Natural [NSFW]
Post by: Moloch on January 17, 2014, 01:38:48 PM
Quote
Searching Scripts for "scrCheckCollisions"
In object oCaveman, event Step, action 2 at line 195
In object oManTrap, event Step, action 2 at line 142
In object oYeti, event Step, action 2 at line 200
In object oHawkman, event Step, action 2 at line 212
In object oShopkeeper, event Step, action 2 at line 628
In object oVampire, event Step, action 2 at line 360
:)

EDIT: Line numbers will be off but yeah.


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on January 17, 2014, 03:21:45 PM
Duh! I guess scrCheckCollisions didn't scream "this does bouncing" loud enough for me. :D I suppose technically it ought to be named scrDoCollisions or something, but that's really no excuse. Anyway it still needs some fine tuning, but I'm on the right track now. So, thanks for that.


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on January 25, 2014, 02:12:11 AM
Update! Version 2.7 includes the upgraded Pitcher's Mitt. You still have to hold attack for a second to "wind up" and do the power throw, but after that it works like in HD. It's quite a bit more useful now.

Also new in this version, you sprites to shows whether a damsel you're carrying is alive or not. Plus male!damsel looks less silly when being carried.

Finally, a new option for the gymnophobic among you: Instead of using no nude (In natural.cfg), which prevents undressing completely, you can use the word censor to activate a pixelation effect, without losing any functionality. It's actually kinda funny, so feel free to try it out even if you're not afraid of nudity. This is basically my answer to the underwear suggestion that came up a couple of times. That would have been my first choice too, but when I sat down to do the art I soon realized that there just wasn't enough room to draw a bra and panties at that size.


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on February 09, 2014, 03:12:07 AM
Tweaked some stuff with the mitt, including oddly enough, fixing a bug I noticed in Spelunky HD, where power-throwing the ball and chain could leave it (and you) suspending in mid air. I tried to make the ball and chain generally be a little less weird, but I didn't get too far with that (you can for instance still break your fall by throwing it mid air). Also fixed dead damsels so they don't scream anymore... for like the fourth time.


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on February 10, 2014, 10:57:54 PM
I'm sure this has been said already but.

Are you fucking serious

The sheer absurdity that is the concept for this mod leaves me baffled and awestruck. I just hope this is 100% a joke and no one gets turned on by pixel titties.

Nudity can be fun/funny too, not just erotic you know. If anybody does get off on 2x2 pixel boobs (or that scandalous ledge-hanging pose), more power to 'em, but that's not quite the idea.

If you want the whole story, it went something like this. "Lots of games have a 'nude mod', wouldn't it be funny to make one for Spelunky?", I thought, and so I did. Watching her run around naked was amusing for maybe two or three minutes, but no more and it didn't seem worth publishing. But then I went back to a previous idea to differentiate the Damsel from the "Main Dude" and merged the two concepts.

So I came up with the idea that she can take off her dress to gain better acrobatic skills, but if she leaves it behind completely she suffers penalties. So it's kind of an anti-powerup, but (almost) necessary at the same time. I thought this was a kind of clever game mechanic and the rest is history...

...except once I got into the movement code to implement her acrobatic upgrade I couldn't help fixing a few control annoyances while I was at it. And then "Oh and while I'm in here wouldn't it be cool if... ...and since I've fixed machete hitbox I might as well see about that useless web gun... ...Hmm I need a new content vector for the super dress, maybe something with the altars... ...Oh hell, I'll just throw in every Spelunky idea I've ever had." I do want to emphasize that, there's tons of interesting new stuff in this even if you're far too mature to be entertained by pixelated nudity. The recent addition of a blur option was the first I've I touched the nudity related part of this mod in months.


Title: Re: Spelunky Natural [NSFW]
Post by: Whooper1222 on February 11, 2014, 07:54:04 AM
Are you fucking serious
Looks like someone is a tad butthurt ;)
Yup, totally.


Title: Re: Spelunky Natural [NSFW]
Post by: Bae on February 11, 2014, 04:36:05 PM
Alright, it's a lot more acceptable knowing it's a poke at nude mods, and a lot funnier knowing the snowballing depth that was added to it lol.

Maybe I'll try it out sometime just to see the extra stuff you added (but also I have way too many proper games to finish so that might not be for a while).

Carry on with your titties.


Title: Re: Spelunky Natural [NSFW]
Post by: Natures Witness on March 04, 2014, 07:27:55 PM
Hooray! My first post!
Oh, by the way I love this mod, it's got me back into playing Spelunky.  In particular the backpack and bomb/sticky bomb toggle is genius. 
One thing I was wondering, could we get some sort of indicator on the shotgun so we know when it's done reloading?  It's a little hard to use when I'm not sure if I can blast the bat two feet in front of my face, or if I need to dodge it instead.


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on March 05, 2014, 08:05:24 PM
Glad you've enjoyed it! On the shotgun, I only increased the firing cooldown by 50% so I didn't think it would be that big a deal, but I know what you mean. I don't want a big flashing RELOADING sign or anything, but I'll see if I can find a more subtle way to convey that information. Maybe I can find a sound or some kind of cue in how you hold the gun.


Title: Re: Spelunky Natural [NSFW]
Post by: Natures Witness on March 05, 2014, 09:41:21 PM
If it helps, I sorta pictured something similar to the jet pack fuel indicator, using the gun's inventory icon.  Maybe a little bullet symbol with a red X over it displayed over the gun icon on the stat bar.  A little "cha-chick" reloading sound when done would be a nice touch too, both informative and entertaining.  Would also be neat to have on the pistol as well, it's not a major issue but it would look and sound cool.


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on March 06, 2014, 08:57:49 AM
You know, I kind forgot weapons had inventory icons too. That's probably the easiest.

For the sound, "cha-chick" is pretty much what I was thinking, the only thing is unless I go all-out and package a separate .wav file with the mod just for this, I'll have to fake it from the existing sounds.


Title: Re: Spelunky Natural [NSFW]
Post by: Natures Witness on March 06, 2014, 10:04:00 AM
Hmmm, sounds in the game that could work for this.  Maybe the "blinking" sound from the udjat eye?  Or the "unlocking" sound for the golden chest?

EDIT - Just remembered one other thing.  It's a little nitpicky, but would it be possible to add a file for save data like in YASM and the community update project?  The registry save thing has ALWAYS bugged me, can't imagine why Derek did that.


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on March 06, 2014, 04:31:33 PM
Hmmm, sounds in the game that could work for this.  Maybe the "blinking" sound from the udjat eye?  Or the "unlocking" sound for the golden chest?
I was leaning towards the chest sound, yeah. Or sometimes two sounds played at once works well. Like for the broken teleporter, it plays the laser fire and bow pull sound effects over eachother. It thought it made a very nice "overloading capacitor" sort of noise.
Quote
EDIT - Just remembered one other thing.  It's a little nitpicky, but would it be possible to add a file for save data like in YASM and the community update project?  The registry save thing has ALWAYS bugged me, can't imagine why Derek did that.
Well, if those two mods did it... clearly it's possible. :P As for whether I'll actually do it, I donno. I agree with you that it would be better, but if it requires changing the code in dozens of places I may not have the patience. I'll look into it though.


Title: Re: Spelunky Natural [NSFW]
Post by: Natures Witness on March 06, 2014, 08:12:22 PM
Cool, thanks for listening to all my ideas.  It's nice to know people are still making stuff for this game.  I'd offer to help with the save thing, but I have zero experience with Game Maker, so it's probably beyond me.  I occasionally do some coding stuff for a game called Cataclysm: Dark Days Ahead, but that's in C++ (which I only barely understand).


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on March 07, 2014, 03:08:13 PM
OK I've added not one, not two but three different indicators to the shotgun! That's overkill, but I wanted to hear what you, as well as anyone else, thinks about them. First the inventory icon turns red (this applies to the pistol and web gun too), second there's a sound (chest sound at sped up by half) when it's ready again, and third you hold the shotgun at a 30° angle while it's reloading.

My initial impression was that the sound was annoying, but I got used to it pretty fast, and the token bit of animation (changing the angle) helps make the sound feel natural.

And let me know what you think!

P.S. I haven't touched the high score code yet but I did look at it. Doesn't seem too complicated so far.


Title: Re: Spelunky Natural [NSFW]
Post by: Moloch on March 07, 2014, 04:06:30 PM
P.S. I haven't touched the high score code yet but I did look at it. Doesn't seem too complicated so far.

There isn't much work involved. Use the Community Update scripts, as TyrOvC tightened up my old Portable stuff.


Title: Re: Spelunky Natural [NSFW]
Post by: Natures Witness on March 07, 2014, 04:51:04 PM
This sounds awesome, I'll let you know my opinion once I manage to find a shotgun in-game (Spelunky doesn't have a debug mode does it?)


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on March 07, 2014, 05:27:10 PM
Actually it does, if you put enable cheats in natural.cfg it enables you to execute commands by pressing enter. The command you want is instance_create(x,y,oShotgun); (case matters).

Alternatively, you can just use the editor.


Title: Re: Spelunky Natural [NSFW]
Post by: Natures Witness on March 07, 2014, 05:46:21 PM
D'oh, forgot about the level editor.  Tried it out, and it's awesome.  The tilting shotgun in particular is a really nice touch.  The colored gun graphic is also really helpful for the pistol and web gun, gives you a much better "feel" of the cycle time of the items.  The sound seems alright, It's not the most realistic but it's functional, and I can't think of anything better that doesn't involve adding entire new sounds to the game.


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on March 09, 2014, 12:28:50 AM
Added file based score records. (I used the community update code, though I only implemented the minimum of the import stuff.) It now uses a file named naturalscores.dat, which if not present will be created using a copy of your registry scores (either from regular Spelunky Classic or Spelunky Natural). Aside from the initial copy-over, your score in this mod is now completely separate, so you can reset one without having any effect the other for instance. And I kept all three cooldown/reloading indicators, 'cause why not?

This is now officially version 2.8, so get it from the link in the first post.


Title: Re: Spelunky Natural [NSFW]
Post by: Natures Witness on March 09, 2014, 04:57:20 PM
Wow. this is great!  Guns are much easier to use, and I can move my save to another computer if I want without dealing with the registry.


Title: Re: Spelunky Natural [NSFW]
Post by: Xama_ on February 29, 2016, 09:23:34 AM
Hey. I tried this mod to do something this afternoon, and...




(http://image.noelshack.com/fichiers/2016/09/1456758889-omnafuck.png)





I don't know why these blocks aren't good, and tried to do the only thing I was able to do : "?!CLEANUP".

Obviously, that doesn't work...

Someone has a solution ?


EDIT : I've this problem on many levels, in fact.


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on February 29, 2016, 10:56:48 AM
Umm. I think I'm going to need a more detailed explanation to be any help. Maybe you could post you level file? Also, was this something you created in Spelunky Natural's editor, or was it originally made with another mod?


Title: Re: Spelunky Natural [NSFW]
Post by: Xama_ on February 29, 2016, 11:58:36 AM
Sure !


The levels : https://mega.nz/#!YsEHiCYC!j9S9XfxhImZid51xxnHstmjlV7tncZdKN-gdu3did6w

And, yes, I created this one with the basic SpelunkyEditor+(magic signs), and tried to edit with the Natural's editor.


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on February 29, 2016, 07:59:44 PM
Good news and bad news.

Bad first: It does appear to be a bug in Spelunky Natural, it's caused by the PIT level modifier, apparently. I'll have to dig into that to figure out what's wrong.

Good news: I have two workarounds to suggest.

  • Don't use that. Instead use magic signs to delete the level border. This has some advantages, as you can delete it only where you want to pit to be. But note that the level border has double-stacked blocks for some reason, so you'll need to used the command D&D to delete both.
  • Use !CLEANUP after a slight delay to repair thew damage, like so: %w3%?!CLEANUP

I'll look into getting this fixed though. I have an idea for a new feature I want to add anyway, so now I've got an extra excuse to fire up game maker and mess with this again.

Edit:
Alright, It's fixed. It looks like the bug was caused by a combination of oPitActive calling scrSetupWalls() without specifying a level height, and some of my changes to that script which made it a bit stricter.

Anyway, I should have a new version out in a few days.


Title: Re: Spelunky Natural [NSFW]
Post by: Xama_ on March 01, 2016, 02:45:35 PM
Yay okay, thank you very much !


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on March 03, 2016, 12:41:45 AM
Okay, new version is out. Same links the the first post.

In addition to the above problem with the PIT level modifier making blocks lose their "bottom" style, the following bugs have been fixed:

The oBlock can sometimes turn into oPushBlock. Although scrSetupWalls intentionally does this, I consider it undesirable in custom levels, so that part now runs only in standard levels.

Removing a chest from an idol altar wouldn't trigger the trap if the chest had been opened first.

Because a thrown key won't open a door in this version, it wasn't possible to open a door in the floor or ceiling. You can now do that by couching or "looking up" in the correct place (while holding the key).


Title: Re: Spelunky Natural [NSFW]
Post by: Xama_ on March 26, 2016, 06:54:13 AM
New bugs today.
One of my level have some problems.
Indeed, when I launch it from the editor, all is ok, no problem.

But when I launch it from the list, I can hear the character die, and see the upper list (hp, bombs, ropes, etc.)
The game instant-crash like it :

(http://image.noelshack.com/fichiers/2016/12/1458996393-moonstonesbug.png)




But I can play this level from another level. So, all is ok, but, when the character die for a x or y reason, the game crash like it :




(http://image.noelshack.com/fichiers/2016/12/1458996447-moonstonesbug2.png)

If you want, you can download the thing here : https://mega.nz/#!k9cjBbAR!0WXCQVlW__26_BDfsnRD-7A0r1EEwK33Fl-g0FxRQJA

Maybe could you help me ? ^^


Title: Re: Spelunky Natural [NSFW]
Post by: Xama_ on March 27, 2016, 12:50:58 PM
Another bug, I don't know if it's trully a bug or not, but, as you can see, the shield-barrier doesn't eject moonstones of your inventory.


(http://image.noelshack.com/fichiers/2016/12/1459104522-screenshot122.png)


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on May 21, 2016, 10:27:38 AM
Sorry, I haven't checked in on this place in a while. The shield/moonstone thing is definitely a bug. I mean it's mostly trivial, but there's no reason it should work different from other items. Can't say it's a priority to fix but...

For the other thing, your link isn't working for me. If you still need help solving that you might want try posting it again.

P.S. Since I don't visit this board too regularly, you might want to send me a personal message, that way I get an email alert.


Title: Re: Spelunky Natural [NSFW]
Post by: Urza on January 18, 2017, 11:39:33 PM
Hi guys. Long time no see.

For some reason I got the urge to work on this again. Aside from fixing the bug from the last post, the main piece of unfinished business I have is making challenges for the other two characters. The damsel (who obviously is kind of the star of this mod) has three, nudist, clothist, and feminist. The the two guys have nothing. :(

I'd like to give them each at least one challenge, maybe two or even three. And they should each unlock some kind of extra feature. Probably nothing big, just a little something fun you can find during normal play.

Currently I have two ideas: Assassin and Collector (not that they really have names) basically an all-out Kali path and trying to finish with as many items as possible, respectively. But I haven't got any real good ideas for what they should unlock.

So I'm looking for ideas both for challenges and unlockable rewards. Any thoughts?