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Games => Source => Topic started by: bloxxin on January 11, 2014, 01:10:32 PM



Title: Spelunky - The Lost Update
Post by: bloxxin on January 11, 2014, 01:10:32 PM
SPELUNKY - THE LOST UPDATE
Plasma cannons, shooting upwards, death masks, flare guns, and more!


Hello people of this forum! This here is a little mod that has expanded a bit more from just random placement of new items, to making this into a worthy mod. EDIT: And from a worthy mod into something so amazing (to my best ability) that would redefine Spelunky. (or just make it popular again?) It is so grievous to see how Spelunky has become decimated like this.

The main point of Spelunky - The Lost Update, is adding a whole slew of items and features; of stuff from Spelunky HD, unimplemented items, and others just to add a little spice. (or cinnamon instead)

Download Link: http://www.mediafire.com/download/v2zopcmo5yb8rob/Spelunky+-+The+Lost+Update.zip

(http://i1322.photobucket.com/albums/u574/bloxxin/screenshot100_zpsa3833fbe.png) (http://s1322.photobucket.com/user/bloxxin/media/screenshot100_zpsa3833fbe.png.html)
(http://i1322.photobucket.com/albums/u574/bloxxin/screenshot101_zpsf58c578d.png) (http://s1322.photobucket.com/user/bloxxin/media/screenshot101_zpsf58c578d.png.html)
(http://i1322.photobucket.com/albums/u574/bloxxin/screenshot102_zps34897971.png) (http://s1322.photobucket.com/user/bloxxin/media/screenshot102_zps34897971.png.html)

CURRENT FEATURES
1. Plasma Cannon - A powerful, slow, and expensive weapon to wield! This is highly likely to cause plenty of YASDs. You can bet that the alien boss will drop this and the jetpack. (which is still in the wall)
2. Boomstick - Nothing more but an alternative shotgun. Shots twice as fast, but half as many bullets.
3. Minigun - Reassembling the Mega Shark form Terraria, it shoots fast, VERY fast.
4. Stake Launcher - A more expensive alternative to the bow, it shoots stakes, without even loading! It can obtain ammo from both arrows and stakes. It still need tweaking, including vampires!
5. Coingun - Another sprite from Terraria, this is an expensive item, but worth if over the long run! Don't expect it in weapon shops for easy thieving!
6. Flaregun - The thing anyone would've, and should've had in dark levels! No need for ammo, it shoots flares, making it a rather good weapon and arrow trap disabler! It can spawn instead of flare crates in dark levels.
7. Flamethrower - Ooh! Very bright indeed! It shots flame, which only deals 1 damage each, to prevent instant YASDs when you shoot at a wall and then run into it. (flames don't disappear when hitting walls)
8. Shooting Upwards - Not an item, but a feature! Before only rocks, pots, and skulls, could be aimed upwards, (plus other stuff) now you can shoot upwards! Bows and stake launchers cannot do this yet.
9. Buyable Jordans and Basketball - Name says all.
~~~~~~
10. Royal Jelly - Heal yourself 4 health! Only sold at shops for 16,000, because making the queen bee was troublesome. (incorrect collision boxes)
11. Death Mask - Finally! A use for the death mask! The original idea for the function comes from halibabica, so credit goes to him. Just pick up an enemy, and press F to sacrifice it for a bomb or rope!
12. Basketball and Hoops - These are just arbitrarily placed in the shortcut room, don't ask.
13. Bow and Stake Launcher Stuff - They can now be shot upwards! The stake sprite is more conventional! Holding Stake Launchers now correctly display the weapon in the HUD! But still need to do the vampire thing!
14. Rearrangement of shops! - Shops now sell anything that should be sold! Webcannon removed from the weapon shop!
15. Crysknife - The legendary worm-tooth knife! This is just a separate weapon that deals 6 damage, it can stun the shopkeeper!
16. Rope Box - 'Nuff said.
17. Rapid Fire - Press control to be able to constantly use weapons. Good for the minigun!
18. Flamethrower Change - Flames can now light up the level, incinerate trees and vines, and melt ice!
~~~~~~
19. Longer Rope Upgrade - Reach higher and lower than ever before with more rope!
20. Bigger Bombs Upgrade - These heavier explosives are sure to blow massive holes in anything! Great for the Olmec level!
21. Sprite fixes for royal jelly and the rope box.
22. Suplex Whip Upgrade - Capture weak enemies (not all yet) and then launch them as a projectile!
23. Stun Whip Upgrade - Be able to stun shopkeepers and yetis with this!
24. Barbed Whip Upgrade - Deal 1 more damage than ever before with your whip!
25. Longer Whip Upgrade - Have a whip that is twice as long as usual! No more pot YASDs!
26. Upgrade Shop - There now is a shopkeeper that can sell you upgrades!
27. Sacrifice Fix - Fixed a bug that cause enemies to not be sacrificed at altars.
28. Crysknife Change - Crysknife now deal so much damage as to instantly kill any enemy!
29. Whipping Upwards - Now you can whip upwards at an angle! This is better with the longer whip upgrade.
30. Royal Jelly costs more!
31. Enemies now will show an exclamation mark when they are gonna exit stunned mode!
32. Trees drop stakes when holding a stake launcher.
33. Fixed where shopkeeper thinks he owns the udjat eye.
~~~~~~
34. Crown Grave - I have (partially) the crown grave from Spelunky HD! It consists of a grave with a crown marking on it, a sotne tomb below it, with a skull with a crown, and further below is a doorway, which currently only goes to the black market...
35. Stakes and Vampires - Stakes now (almost) insta-kill vampires!
36. Shoppy Fix - Fixed where the shopkeeper thinks he owns the flaregun, doesn't properly sell item, and have the upgrade shop to be able to appear in all levels.
37. HUD Mod - The HUD now shows if you have long rope or normal rope, and shows if you have super bombs, both for normal and sticky bombs.
38. Sticky bombs now look like sticky bombs! Except super bombs still look like the normal counter-part. (I took a long time figuring out what was wrong with different sprites, stupid code)
39. Powder Box - The volatile powder box is back! It sure shall pack a punch!
~~~~~~
40. fixed the glitched graves!
41. Sniper Pistol - A weapon of amazing potential! It can one-shot most enemies, and especially can kill shopkeepers without them becoming angry! It cannot be bought anywhere, and currently is obtained with the keypad.
42. Shield - The highly glitchy shield from HD! Crush shopkeepers like never before!
43. Powder Box Changes - They can be pushed, and only blow up with contact with certain items, no longer blows up when you walk into it.
44. Cobra - A new enemy from HD! It spits venom kinda oddly!
45. Open Crates Sprite - Crates show an unused open crate! It is made to not be an actual item so it doesn't bother you when opening it.
46. Jetpack Fuel Marker - The Jetpack now shows how much fuel you got left! The credit goes to Urza for the idea I found in his mod.
47. Toggleable things - Super Bombs, Sticky Bombs, Jordans, and Parachutes can be toggled with 1,2,3,4 keys.
48. Gem Ores Sprites - This was left incomplete due to a couple things, but it would show a different gem sprite then the actual gem in the ground. This as said again, is incomplete.
49. Big Bombs Upgrades Sprite Change - They now look pink.
50. Presents - Crates in the ice caves look like colored presents.
51. Spikes in the jungle look wooden.
52. Flamethrower Sprite - It finally has a sprite!
~~~~~~
53. Over-revamped title screen!
54. More high-scores to beat!
55. New Shopkeeper character!
56. Added basketball minigame into the second high-score room!
57. Something like Cookie-Clicker's Heavenly Chips, called Pyrite! The better you do in a run, the more you earn it! IT can be used to buy temporary upgrades to aid you in your quest! (shop hasn't been fully implemented)
58. Vlad's Cape - I'm not sure it if spawns in shops at all, but it can be accessed by pressing the 5 numpad.
59. Jordans no longer give fall-damage! Fall-stun still happens.
60. Ammo system! The coingun is still deprecated...
61. Ammo shops!
62. Pitcher's mitt throws items straight, still bit glitched and humanoids aren't affected.
63. Bomb shortcut change! Now thrown straight if you have the mitt, and when crouching it is thrown a bit further like in HD.
64. Credits room added!
65. Arrow/Stake flight path is now straight! Much easier to use now!
~~~~~~
66. Boomerang!
67. Weapons now give ammo when picked up!
68. Toned down parallax! (I think)
69. Working on Cave Inn!
70. Which will have use for pyrite, and daily missions/custom seeds!
71. Press space to enter doors now!
72. Can be changed with the new configuration executable!

~~~~~~
73. Pyrite shop is partially functional!
74. Daily run is partially functional!
75. Editor is complete! -ish
76. Added stuff to Moloch's Editor+ Fan Update, such as jump distance indicator, more tips, etc.
77. Updated the magic signs to latest version!
78. All crate stuff are complete!
79. Flamethrower now has more fuel!
80. Fixed throwing items with mitt! Dice are still broken and so are bombs.
81. Flamethrower has proper sprite in hold item box.
82. Shops sell boomerangs and cameras!
83. Other stuff I forgot!
84. Forgot to update the credit room, dang.
85. Expanded small fonts to have all characters, will do large font later.
85. More Later!

FEATURES YET TO BE ADDED
1. Be able to use your whip upwards like the other weapons. (this includes bows)
2. Death Mask, sprites exist, but the item doesn't! I'm not sure what it should do; but I may borrow the idea from TLS, as long as I have permission. Permission granted!
3. Royal Jelly, another item from the HD version, just grants 4 health.
4. Shield, ditto as above, this will be treated as oSolid from the code or something, so you can squash the shopkeeper!
5. Camera, ditto, seems like a good thing to add for stunning!
6. Freeze Ray, ditto, another interesting weapon to implement, maybe difficult to do so.
7. Crysknife, ditto, this will be just a stronger machete, instead of a whip upgrade.
8. Boomerang, ditto, another interesting thing to implement, as such, possibly may cause difficulties.
9. Large Rope Pile, maybe I may add, but with another name, since there are bomb boxes.
10. Whip Upgrades, I saw a mod do this, but I'll need permissions first before this even begins to be added.
11. Pacifist Mode, this is a great idea, seeing currently that having a camera makes more sense to add such a feature, but this requires permissions.
12. Whip Suplexes, probably a whip upgrade, to be able to suplex only weak monsters and use them as projectiles! This is very likely to be troublesome.
13. Damsel gives 2 health when not harmed, another permissions thing.
14. Mystery Box, who knows what is inside this?
15. Eggs, a sprite exists, without function nor and actual object!
16. Mushrooms, a sprite only exist for these, what function could they serve?
17. Make Crysknife more over-powered, because it is currently too weak in comparement to the actual thing, it's cost, and the fact it is a melee weapon.
18. Bigger bombs upgrade!
19. Longer rope upgrade!
20. Add the queen bee and fix any quirks.
21. Fix a glitch with the sacrificial altar, because somehow the death mask glitch it up.
22. Increase cost of royal jelly, it costs much less than a damsel kiss.
23. Make it that using the coingun enrages shopkeepers, it otherwise allows infinite easy cash from Rare shops.
24. Make a new shop type called upgrades. I am most likely to do this once the whip upgrade's permissions are granted by Darc_Wolf.
25. Powder Boxes - Random explosives that just explode.
26. Mines - These will be located in the Ice Caves, acting like HD.
27. HD levels - Stuff potentially like Hell and the Worm.
28. Make the Jordans cause no fall-damage! Because Jordans significantly increase the falling death YASD rate alot, leaving you with relying alot on parachutes and having to use capes more.
29. Modify coingun so that it uses your gold supply, and is an actual weapon.
30. Fix where shopkeepers thing they own flareguns spawned for the dark levels.
31. Fix it so that upgrade shops appear in all levels rather than only the mines.
32. Add to the HUD what upgrades you have.
33. The spike shoes should add traction on ice!
34. Fix the broken graves.
35. Make powder boxes pushable, and not explode when contact with player and items. (except certain one like rocks, pots and arrows.)
36. Continuation Beyond Olmec's Level! - This would include getting 'dat Necronomicon from the City of Gold to get to the hidden door below Olmec, but not to hell! IT shall take you through another grueling 16 levels through the wasteland, aquifer, abyss, and then hell! There will yet another series of items you need to get that will take you to the City of Diamond! It would first start with getting the Rosetta Stone found stuck near you in the walls, to translate the Cartouche to be granted special protection against locusts in the next level to get the Pectoral, to open a sort of door in the next level to get a Hyper Bomb, to blow open the door to Vlad's Tower in the next level, to get Vlad's Amulet to get to a hidden door behind King Yama's burning throne, to the City of Diamond!
37. Modify current characters and add a new character so that it is balanced:
Spunker: 4 HP, 4 bombs, 4 rope, whip (whip is upgradeable)
Damsel: 6 HP, 0 bombs, 0 rope, parasol (allow gliding like cape)
Tunnel Man: 4 HP, 0 bombs, 0 rope, mattock (unbreakable mattock)
Shopkeeper: 4 HP, 0 bombs, 0 rope, shotgun (a shotgun, what do you think?)

38. Soon to have more ideas that Spelunk IMHO should have had.


Want to test out the upgrades now? Just use a keypad to spawn the various upgrades! Want to test out the currently failed queen bee? Click with the left button!

Also just for whatever purpose, I have made the ghost not appear, I'll remove that later once the testing is done.

As with ideas that were created by other from this forum, I hope that they may allow me permissions, with a special credits page for them added to the title menu!
As I am a man of honor, I don't just blatantly steal ideas, I ask for permissions; but then, I have a very good reason for such a thing.
Also for whatever reason, I'm making a list of member names that I have yet to obtain permissions form and obtained permissions from. Don't ask.
NOT OBTAINED
Darc_Wolf - Whip upgrade really do compliment the suplex whip upgrade and bomb/rope upgrades. But he hasn't been on this forum for a year now...
OBTAINED
Moloch - The presents sprite and the giant title door sprite permissions granted!
Arucard - The sprite for the new shopkeeper character!
halibabica - The death mask already exists in-game as a sprite, I only took the idea of it's function.
Urza - Urza just decided to offer his ideas/code.

POTENTIAL BUGS
CONFIRMED BUGS
The coingun is broken, it doesn't do anything. D: (I left the code unfinished)
Cobras spazz out when they spawn, the tutorial snake can become a cobra.


Title: Re: Spelunky - The Lost Update
Post by: Urza on January 12, 2014, 10:30:30 AM
I don't want you what you to get the idea nobody is interested in this. We're probably just not sure what to say, other than the obvious "sound cool", "I hope you finish it" type stuff...

Sounds cool! I hope you finish it. ;D

Other than that... you might be interested in some of the tweaks or new stuff in Spelunky Natural. For instance I've got a pretty decent approximation of the mines and exploding crates from HD. You're welcome to copy any of it.


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on January 12, 2014, 12:18:20 PM
I understand, knowing how these forums have been becoming inactive; something inevitable to everything.

Just soon after this post, I'll finally release the current version with some debugs as to allow quick and easy access to all current weapons for testing.

Anyways, thanks for the permissions! I'll give credit wherever it is due. It is likely I'll do the mines and powder boxes by myself, but thanks anyways!


Title: Re: Spelunky - The Lost Update
Post by: halibabica on January 12, 2014, 05:20:00 PM
Sounds like you have some neat ideas. I'm fine with you borrowing the Death Mask's functionality from TLS. Just don't let the community's slowness deter you.

I'd move this to the Source sub-forum, but my mod powers are limited to there exclusively. :c


Title: Re: Spelunky - The Lost Update
Post by: Urza on January 12, 2014, 06:38:12 PM
I'd move this to the Source sub-forum, but my mod powers are limited to there exclusively. :c
??? What forum is this in now? ???


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on January 12, 2014, 07:16:46 PM
I'm fine with you borrowing the Death Mask's functionality from TLS.

You don't mind telling what is it's function/what it does? From your post of TLS, it says about death favor being turned into Kali favor with an Ankh, but what is death favor? The coding seems to be a bit ubiquitous for me until I discern what it actually does.

I would have originally done it as a portable Kali altar, which would sacrifice stunned/dead enemies by standing over them; this would then possibly be given instead of the Kapala.


Title: Re: Spelunky - The Lost Update
Post by: halibabica on January 13, 2014, 08:11:27 AM
I'd move this to the Source sub-forum, but my mod powers are limited to there exclusively. :c
??? What forum is this in now? ???
It was posted in the Spelunky classic forums before, I think...but it's possible that I'm just losing my marbles.

I'm fine with you borrowing the Death Mask's functionality from TLS.

You don't mind telling what is it's function/what it does?
Death favor is a new global variable I added to TLS. If you hold an enemy and press 'F' while you have the death mask, the enemy is destroyed and you earn some death favor points. The points earned depend on what it was. Cavemen are worth 1 point, damsels are worth 3, and so on. When death favor reaches a total of 5 or more, 5 points are deducted from it and the game randomly spawns collectible bombs, ropes, or bites for the player. Obviously, you wouldn't use bites in a normal mod.

When combined with the kapala, death favor points get added to your kali total instead. When combined with the ankh, it behaves as normal, but enemies are reincarnated as bud bombs, vines, or golden scarabs. However, those combos probably shouldn't apply outside of TLS.


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on January 13, 2014, 10:31:41 AM
I'd move this to the Source sub-forum, but my mod powers are limited to there exclusively. :c
??? What forum is this in now? ???
It was posted in the Spelunky classic forums before, I think...but it's possible that I'm just losing my marbles.

I'm fine with you borrowing the Death Mask's functionality from TLS.

You don't mind telling what is it's function/what it does?
Death favor is a new global variable I added to TLS. If you hold an enemy and press 'F' while you have the death mask, the enemy is destroyed and you earn some death favor points. The points earned depend on what it was. Cavemen are worth 1 point, damsels are worth 3, and so on. When death favor reaches a total of 5 or more, 5 points are deducted from it and the game randomly spawns collectible bombs, ropes, or bites for the player. Obviously, you wouldn't use bites in a normal mod.

When combined with the kapala, death favor points get added to your kali total instead. When combined with the ankh, it behaves as normal, but enemies are reincarnated as bud bombs, vines, or golden scarabs. However, those combos probably shouldn't apply outside of TLS.

It was always in the Source sub-forum.

Thanks for informing what your variant of the Death Mask does, I actually think that death favor makes more sense then Kali favor by the time you get the death mask.


Title: Re: Spelunky - The Lost Update
Post by: halibabica on January 13, 2014, 10:42:40 AM
It was always in the Source sub-forum.
I'm just losing my marbles.


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on January 13, 2014, 10:49:03 AM

QUOTECEPTION!

Anyways, I did see that message; sorry if I somehow seemed pompous.


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on January 15, 2014, 08:54:22 PM
BRAND NEW UPDATE!

The change log is shown in the first post! Enjoy!


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on January 17, 2014, 02:04:35 PM
NEW UPDATE AGAIN!

Multiple upgrades for our favorite spunky spelunker!


Title: Re: Spelunky - The Lost Update
Post by: joey4track on January 17, 2014, 04:39:53 PM
This is fanfriggintastic! Now mix this in with Spelunky Explorer and I'd never leave the house...


Title: Re: Spelunky - The Lost Update
Post by: Urza on January 17, 2014, 05:18:31 PM
Very interesting stuff. I found a couple problems though. I happened to start in a dark level next a shop and the shopkeeper thought he owned flare gun. It needs to have its cost (and maybe forSale? I forget) set to zero to when its created avoid this.

And the coingun... where you start... I assumed this would be a potent weapon that also uses up your gold as ammo. Instead it's a completely ineffective weapon that gives you infinite gold. Is that really intended? Also, it's impossible to buy. The shopkeeper just takes your money for nothing.


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on January 17, 2014, 05:30:23 PM
Very interesting stuff. I found a couple problems though. I happened to start in a dark level next a shop and the shopkeeper thought he owned flare gun. It needs to have its cost (and maybe forSale? I forget) set to zero to when its created avoid this.

And the coingun... where you start... I assumed this would be a potent weapon that also uses up your gold as ammo. Instead it's a completely ineffective weapon that gives you infinite gold. Is that really intended? Also, it's impossible to buy. The shopkeeper just takes your money for nothing.

Thank you for your response! I'll try to fix that as quick as possible. I know I fixed the udjat eye problem and the shopkeeper. Twice now he thought he owned it. (you bet it, YASDs)

It was originally to be just an infinite supply of gold. Just a random thing I added before I actually thought this should be a good and worthy mod. I did have a friend thinking that it might actually use up your gold, and now you mentioned it. I should look into that kind of a feature. I also need to look into the purchase failure with a coingun.

(What should it do and how should it work? Hmm... Maybe rebounding coins using that mysterious bell sprite that would deal damage equivalent to a bullet... I'll think up of something worth it. (Make it spawn in the golden city?))


Title: Re: Spelunky - The Lost Update
Post by: Urza on January 17, 2014, 09:31:03 PM
Oh yeah, I knew I was forgetting something. I also noticed that (even with no upgrades) whipped enemies would sometimes vanish rather than dying normally (no blood etc). At first I thought they were completely gone, but then I discovered I could kill them by whipping the same place again. I assume this is come complication from the "suplex" code. Needless to say it's kinda weird.

On the coingun... what if used up your gold but you could collect it again? This would still be a drawback since you'd still have to chase the coins down, but not so bad that it need to be super awesome or you'd never use it at all.


Title: Re: Spelunky - The Lost Update
Post by: joey4track on January 17, 2014, 09:53:04 PM
I always thought of it like the star cannon from Terraria. It should use excess gold to rain down pain upon your enemies..

Anyway, I know nothing of programming but is it possible to integrate this game with Spelunky Explorer? Weird but the only way I really have fun playing Spelunky Classic these days is playing Explorer even tho this mod adds so much to the mix. Would it really be difficult to merge these two mods??


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on January 17, 2014, 10:21:06 PM
Oh yeah, I knew I was forgetting something. I also noticed that (even with no upgrades) whipped enemies would sometimes vanish rather than dying normally (no blood etc). At first I thought they were completely gone, but then I discovered I could kill them by whipping the same place again. I assume this is come complication from the "suplex" code. Needless to say it's kinda weird.

On the coingun... what if used up your gold but you could collect it again? This would still be a drawback since you'd still have to chase the coins down, but not so bad that it need to be super awesome or you'd never use it at all.


Oops, I left the code that should automatically grant the Suplex Whip Upgrade, sorry 'bout that. What it does is it 'grabs' an enemy, and then on your next whip, you use the enemy as a projectile, it can be aimed upwards too!

Hmm, the coingun could be a cheap alternative to the pistol, fast fire-rate, but costs cash to use, of which cash the collided with enemies disappears, otherwise it is collectible. Sounds good to me! (better than a gold bomb that explodes into alot of coins.)


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on January 17, 2014, 10:22:26 PM
I always thought of it like the star cannon from Terraria. It should use excess gold to rain down pain upon your enemies..

Anyway, I know nothing of programming but is it possible to integrate this game with Spelunky Explorer? Weird but the only way I really have fun playing Spelunky Classic these days is playing Explorer even tho this mod adds so much to the mix. Would it really be difficult to merge these two mods??

I don't think it should be, as long as you add this mod to Explorer, rather than the other way around. Or maybe add features similar to Explorer, which I had thoughts about.


Title: Re: Spelunky - The Lost Update
Post by: joey4track on January 18, 2014, 07:59:44 AM
Go for it! I don't really have any programming experience(except I learned basic when I was a kid) nor do I own Gamemaker. I love Explorer and it's pretty much the only way I play classic anymore haha.


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on January 19, 2014, 10:15:41 PM
ANOTHER NEW UPDATE!

Have fun with the anti-vampire stake launcher, the crown grave, powder boxes, and fixing 'dat shoppy!


Title: Re: Spelunky - The Lost Update
Post by: Urza on January 20, 2014, 12:44:58 AM
I just got blown up by an invisible powder box embedded in the right edge of the map. That probably shouldn't happen.  :P


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on January 20, 2014, 10:07:00 AM
I just got blown up by an invisible powder box embedded in the right edge of the map. That probably shouldn't happen.  :P

That had happened once to me to, running into those small high crevices.

But are you sure it was the very edge? (unbreakable blocks) The powder boxes do not replace the unbreakable blocks. (Before the spawn rate was balanced and prevention of it form the title screen, it was a lot like that Spelunky de bombs of boom)

Or is it that Spelunky generate breakable blocks into the unbreakable ones too? When  was adding the crown grave, I figured out that graves actually spawn on the very top of the map off screen.

Anyways, what do you think of the powder boxes? Looks good? Acts good? Spawns enoughly good?


Title: Re: Spelunky - The Lost Update
Post by: Urza on January 20, 2014, 11:05:51 AM
Yes, it was on the very edge. And I believe the edges do contain breakable blocks as well as unbreakable. Not sure exactly why.

They look good. I was doubtful about doing a skull and crossbones at that size, but you captured it pretty well. Spawn rate seems about right too. On the behavior, I'm not sure. They don't act very much like in HD. So if that was your goal, it needs work. The biggest difference is this are immobile whereas in HD you could push them around.

But putting aside expectations based on that version, I don't see anything wrong with how they work. They feel more like a trap than a hazard now, if you know what I mean. They seem to go off if you even brush up against them, but they're less likely to go off otherwise.

edit: missing words.


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on January 20, 2014, 11:20:31 AM
Yes, it was on the very edge. And I believe the edges do contain breakable blocks as well as unbreakable. Not sure exactly why.

They look good. I was doubtful about doing a skull and crossbones at that size, but you captured it pretty well. Spawn rate seems about right too. On the behavior, I'm not sure. They don't act very much like in HD. So if that was your goal, it needs work. The biggest difference is this are immobile whereas in HD you could push them around.

But putting aside expectations based on that version see anything wrong with how they work. They feel more like a trap than a hazard now, if you know what I mean. They seem to go off if you even brush up against them, but they're less likely to go off otherwise.

Well fixing the edge thing should be easy to do so.

I hadn't actually bothered with messing with them to figure out its mechanics, hence it cannot be pushed and it just explodes when touched by the player.

Thanks for your response!


Title: Re: Spelunky - The Lost Update
Post by: SuperX46 on January 23, 2014, 04:16:25 PM
Suggestion: The Hitman. Occasionally like the Tunnel Man the Hitman will show up. He will ask you if you want some enemies to be killed in the next level. If you say yes and pay him, he will go into the level, kill 1 enemy of your choice, so when YOU go into that level you won't have to deal with that one enemy. There is a chance he will die trying if you make him try and kill anything major such as Giant Spiders and other mini bosses.. You then can find his body in the level (if he dies)


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on January 23, 2014, 08:17:07 PM
Suggestion: The Hitman. Occasionally like the Tunnel Man the Hitman will show up. He will ask you if you want some enemies to be killed in the next level. If you say yes and pay him, he will go into the level, kill 1 enemy of your choice, so when YOU go into that level you won't have to deal with that one enemy. There is a chance he will die trying if you make him try and kill anything major such as Giant Spiders and other mini bosses.. You then can find his body in the level (if he dies)

I was thinking of a sort of weapon that would be able to kill shopkeepers without them raging, allowing easy thieving, but he would become angry if you held such a weapon in his shop. (Looks like there has to be a interesting way to get it otherwise if they won't sell such a a thing.)


Title: Re: Spelunky - The Lost Update
Post by: Whooper1222 on January 24, 2014, 03:43:09 AM
Suggestion: The Hitman. Occasionally like the Tunnel Man the Hitman will show up. He will ask you if you want some enemies to be killed in the next level. If you say yes and pay him, he will go into the level, kill 1 enemy of your choice, so when YOU go into that level you won't have to deal with that one enemy. There is a chance he will die trying if you make him try and kill anything major such as Giant Spiders and other mini bosses.. You then can find his body in the level (if he dies)

I was thinking of a sort of weapon that would be able to kill shopkeepers without them raging, allowing easy thieving, but he would become angry if you held such a weapon in his shop. (Looks like there has to be a interesting way to get it otherwise if they won't sell such a a thing.)
And that's the ASSASSIN! Go home Hitman.


Title: Re: Spelunky - The Lost Update
Post by: halibabica on January 24, 2014, 05:10:23 AM
I'd put in a dart gun that stuns humanoids for that. It could give Shoppy a stun time long enough to loot without him noticing.

But dang, would that be broken in the Black Market. And it definitely shouldn't be sold in any stores.


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on January 24, 2014, 02:33:47 PM
A new update again! This time with more powerful features! (in comparement with other things)


Title: Re: Spelunky - The Lost Update
Post by: joey4track on January 26, 2014, 11:46:02 AM
The shop had some fancy gun and when I tried to use it against the shoppy I got this error...


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

In script scrUseItem:
Error in code at line 685:
                   obj = instance_create(x+12, y-2, oMiniBell);
                                                    ^
at position 51: Unknown variable oMiniBell

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

In script scrUseItem:
Error in code at line 685:
                   obj = instance_create(x+12, y-2, oMiniBell);
                                                    ^
at position 51: Unknown variable oMiniBell


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on January 26, 2014, 01:15:34 PM
The shop had some fancy gun and when I tried to use it against the shoppy I got this error...


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

In script scrUseItem:
Error in code at line 685:
                   obj = instance_create(x+12, y-2, oMiniBell);
                                                    ^
at position 51: Unknown variable oMiniBell

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

In script scrUseItem:
Error in code at line 685:
                   obj = instance_create(x+12, y-2, oMiniBell);
                                                    ^
at position 51: Unknown variable oMiniBell


That would be the broken-and-currently-deprecated-with-code-that-was-left-unfinished coingun. Just don't buy it or use it, it doesn't do anything as said in the update log.

I am coming up with ideas of implementing some kind of an ammo system, so that the coin gun would become a favorable weapon.


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on February 08, 2014, 05:46:51 AM
Woohoo! The latest version has been released! Though a bit rushed, I tried to refine it as much and smoothen the wrinkles, it should be good enough now.

Wait, is it me or is this my 69th post?


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on February 08, 2014, 09:22:49 AM
There are some stuff that were incomplete or bugs that exist, this includes:
ammo-using weapons do not give ammo, (not enough time to do such a big thing)
the current level sprite is a heart, (placeholder)
ammo is sparse, (no drops from crates, should have vending machine/forced ammo depots that might spawn when low on ammo)
shopkeeper can be killed when entering doors, (that coding that relies on the current sprite!)
some held item's sprites turn into sticky bombs when using bomb shortcut with sticky paste, (might have to do with my code when trying to add that sprite, stupid sprite-based coding)
changing into shopkeeper makes him glitch out in the current room he is in, (another sprite-based code fail)
coingun doesn't work, (forgot)
pyrite has no use, (couldn't fully implement it)
cobra is spazzy and spawns in the tutorial level, (I don't like making enemies)
the second giant door doesn't work, (it is supposed to be shortcut, to a level that isn't even made)
two of the highscore games in the second highscore room don't work, (one isn't done, the other was a copy of TLS's boss rush)
etc. (etc.)

Want X feature? Ask and I might consider it!


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on February 08, 2014, 02:21:02 PM
Screenshots for the first time! Enjoy the amazing spectacle of the title screen, the 'second' title screen, and the 'second' highscore room!


Title: Re: Spelunky - The Lost Update
Post by: joey4track on February 08, 2014, 04:38:51 PM
I was hoping that you might buff the arrow traps up like how they are in HD, and the boulder traps too. I know YASM already does this but I doubt that Moloch would mind if you did the same for your mod too. In that same spirit I would also LOVE to be able to bind going through the exit to a different key than the up arrow as I am
always(yes, always) exiting a level when I don't mean to..

EDIT: After some quick testing- The parallax effect seems a bit wonky and actually makes me physically nauseous  :-X

I also think the explosive blocks need some work. It seems like there are some random blocks that will fall when starting the level and I was almost crushed by one. It fell right next to me and actually blocked me in so I couldn't move. This is a cheap death I thought and then I tried to push it and found that I could. That's cool but I accidentally whipped it and it exploded and exploded me too. It wasn't red like a powder keg it just looked like a regular block from the mine. Right now it seems like this mechanic would provide way too many cheap deaths imo, plus it would really suck to get crushed as soon as you spawn in a level. Even Spelunky HD isn't that cruel.

Don't get me wrong I love this mod, just trying to give some productive feedback!  ;D

oh and i haven't played the last version so some of this stuff might have been in previous versions...


Title: Re: Spelunky - The Lost Update
Post by: Whooper1222 on February 09, 2014, 02:33:28 AM
Lol, the feature list. ;D :P
I doubt if any mod has added so many things.


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on February 09, 2014, 02:44:16 AM
Lol, the feature list. ;D :P
I doubt if any mod has added so many things.

Admittedly, it is more like a change-log.


Title: Re: Spelunky - The Lost Update
Post by: Whooper1222 on February 09, 2014, 01:34:36 PM
Lol, the feature list. ;D :P
I doubt if any mod has added so many things.

Admittedly, it is more like a change-log.
I noticed it, but the heading was "CURRENT FEATURES", so I called it the "feature list".


Title: Re: Spelunky - The Lost Update
Post by: Charlotte on February 11, 2014, 05:22:06 AM
the second giant door doesn't work, (it is supposed to be shortcut, to a level that isn't even made)
That explains it.
And the area to the right of the 2nd giant door is empty; is that for other shortcuts?

Oh yeah, a parachute glitch:

(http://www.createaforum.com/gallery/shanescavestory/0/21-110214111625.png)

This happened all of a sudden.
I didn't even obtain a parachute in the first place. And my jumps were so tiny that they made it impossible for me to escape the crushing Olmec of doom. :-\
I did, however, press Jump while in mid-air, which was around that boss fight when the glitch occurred.


And may I ask what the diamonds are meant for?



Other than that, it's pretty interesting. ^^


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on February 11, 2014, 05:42:55 AM
the second giant door doesn't work, (it is supposed to be shortcut, to a level that isn't even made)
That explains it.
And the area to the right of the 2nd giant door is empty; is that for other shortcuts?

Oh yeah, a parachute glitch:

(http://www.createaforum.com/gallery/shanescavestory/0/21-110214111625.png)

This happened all of a sudden.
I didn't even obtain a parachute in the first place. And my jumps were so tiny that they made it impossible for me to escape the crushing Olmec of doom. :-\
I did, however, press Jump while in mid-air, which was around that boss fight when the glitch occurred.


And may I ask what the diamonds are meant for?



Other than that, it's pretty interesting. ^^

Yes, the empty rooms are for the short us after Olmec.

It seems to be just a graphical glitch. The Damsel already has a para-cape, which I figured you'd know that already. I did modify the existing parachute code to include the parasol.

Which diamonds?
The highscore one is for a more difficult stat to achieve, like the rest.
The one that look like gold diamonds on the main title screen is the pyrite, which is obtained based off of how good you did your runs, they can be used to buy temporary upgrades.
The diamonds you get by clicking are for debugging purposes.


Title: Re: Spelunky - The Lost Update
Post by: Charlotte on February 11, 2014, 08:13:37 AM
- First off, I can't wait for those rooms to appear! :)

- Secondly, no, not just a graphical glitch. Full explanation, since I was in a hurry earlier:

I used the para-cape and then the glitch occurred where the parachute appeared. Since landing she couldn't even jump high enough to reach safety from Olmec. She only jumped one or two (or five) pixels up before falling again, as though gravity suddenly went super-high for her.

And while I only found out about the para-cape today, which I found out by accident (I accidentally attempted a double jump; I don't have HD Spelunky) I don't recall it being in original, vanilla Spelunky... so it must be something new from HD Spelunky. And the umbrella as well.

- I was referring to the main menu Diamonds.


So what areas are after Olmec, if I may be so bold as to ask?





Anyway. That aside, I have now figured out that this mod is my most favorite mod, beating Tastes Like Spelunky, Spelunky Editor+, Spelunkémon (when will it get updated? Probably never now that there are over 719 Pokémon... :( ), Depths Of Tastes Like Spelunky, Gates of Hell Spelunky, Evil Death Spelunky, and that Morality Spelunky mod.

You deserve a medal, Bloxxin. :)


Title: Re: Spelunky - The Lost Update
Post by: SnoruntPyro on February 11, 2014, 09:16:10 AM
I encountered that glitch when I was programming Vlad's Cape in my mod - there's something missing in the characterStepEvent script, I think -

Say that the paracape variable is global.hasDamselPara.

Quote
/******************************************

  JUMPING
 
*******************************************/

if (kJumpReleased and platformCharacterIs(IN_AIR))
{
    kJumped = true;
}
else if (platformCharacterIs(ON_GROUND))
{
    oCape.open = false;
    oDamselPara.open = false;
    kJumped = false;
}
The bold is what you should add to fix this.


Title: Re: Spelunky - The Lost Update
Post by: Whooper1222 on February 11, 2014, 09:49:58 AM
And while I only found out about the para-cape today, which I found out by accident (I accidentally attempted a double jump; I don't have HD Spelunky) I don't recall it being in original, vanilla Spelunky... so it must be something new from HD Spelunky. And the umbrella as well.
No, I don't recall any para-cape or umbrella in HD.

Also, you sound like a pro, which you really are now.


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on February 11, 2014, 04:01:14 PM
And while I only found out about the para-cape today, which I found out by accident (I accidentally attempted a double jump; I don't have HD Spelunky) I don't recall it being in original, vanilla Spelunky... so it must be something new from HD Spelunky. And the umbrella as well.

Nope, just an Item for the Damsel so that she is more unique, at the cost of all of her bombs and ropes.

- I was referring to the main menu Diamonds.

That is Pyrite, a kindof resources you always keep. It is earned based off of how good you did in each run, specifically how close you got to the Gold Trophy standard of cash, kills, and saves; with getting all Gold Trophies giving 30 Pyrite. (Time is not included.)

So what areas are after Olmec, if I may be so bold as to ask?

That would be the:

Wasteland - I dunno, lots of skeletons and dinosaurs?

Aquifer - I shall make you cry with this underwater level!

Abyss - Like Ice Caves, but harder, somehow. Giant-floaty-magnetic rocks?

Hell - Self-explanatory.

? ? ? ? ? - Like the City of Gold, but better! I'll say one word, carbonado.

You deserve a medal, Bloxxin. :)

Thanks! :D


Well to be more specific, the Damsel's parasol is the parachute's code modified so that it is toggable, hence why I called it Para-Cape, parachute-cape. So there is no need with the opening/closing code of a cape, but just the simple code of a parachute.

Linking to Charlotte's problem, it must have been permanently activated or something, so when you jumped, it automatically made you stop and go down again. That is what I think.

Also, you sound like a pro, which you really are now.

Who?


Title: Re: Spelunky - The Lost Update
Post by: Urza on February 11, 2014, 07:16:09 PM
Wow, you really are adding all kinds of stuff. What the practical difference between a parachute you can toggle and the cape? Also, out of curiosity, why "Pyrite"?


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on February 11, 2014, 07:25:12 PM
Wow, you really are adding all kinds of stuff.

Thanks!  :D

What the practical difference between a parachute you can toggle and the cape?

Well, just some extra stuff I could cram into the Damsel too make up for the lack of any bombs and rope initially. Besides, it's a parasol, it acts like a parachute, but you can easily hide it and open it at will easily! Who's seen that be done to an actual parachute?

Also, out of curiosity, why "Pyrite"?

Pyrite is also known as 'fool's gold', but I used it as a rather ironic thing. Anyways, golden diamonds looks cool!


Title: Re: Spelunky - The Lost Update
Post by: halibabica on February 11, 2014, 07:30:26 PM
There's no reason to have a cape if you start with a parasol that does the same thing, unless I'm misunderstanding something.


Title: Re: Spelunky - The Lost Update
Post by: Urza on February 11, 2014, 07:44:30 PM
So I've been playing this for a bit, to see how much fools gold I can rack up ;) and I've got a suggestion. I noticed is things seem to fly a bit further when you set them down (i.e. throw while crouching). Normally this is fine, and it's handy if you want to drop something over a ledge, but it makes placing a bomb close enough to a wall to blast threw two blocks very difficult. So maybe you could special-case the situation where you're up against a wall.


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on February 11, 2014, 08:30:13 PM
There's no reason to have a cape if you start with a parasol that does the same thing, unless I'm misunderstanding something.
The Damsel's parasol acts as a combination of a parachute and a cape. So yes, it would be useless to have another cape with the parasol, in fact it will be annoying as each swaps with the other.

Vlad's cape and a jetpack are more useful, especially the jetpack.

I noticed is things seem to fly a bit further when you set them down (i.e. throw while crouching). Normally this is fine, and it's handy if you want to drop something over a ledge, but it makes placing a bomb close enough to a wall to blast threw two blocks very difficult. So maybe you could special-case the situation where you're up against a wall.

Yes, I have noticed that too. I find it a bit annoying trying to get it close to the wall. Maybe have the bomb lose all its x velocity if there is a wall close to it on the x axis? I'll try that. (Brings back horrible memories of trying to make the pitcher's mitt work like HD, floating items that bounce back and forth, ugh.)


Title: Re: Spelunky - The Lost Update
Post by: SuB_Zer0 on March 16, 2014, 10:41:32 AM
you should fix vlad's cape. While equipping it with jetpack it has little side effect: It flies slower forcing it to loose lots of fuel. Everything is about sprite. You should force vlad's cape to drop while equipping normal cape or jetpack. Try doing something with code. Thank u 4 dat awesome mod. BTW: I can wait even forever to see shopkeep & second game! <3 dis mod!


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on March 18, 2014, 04:54:24 AM
Yup, got back with another update! Sorry for the time, and the tiny update, but it at least fixes some annoyances! There may be some features I forgot about.


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on March 18, 2014, 02:44:10 PM
@Sub_Zero
The shopkeeper already is an unlockable character. It just requires 16 murders (of shopkeepers) to unlock him.


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on March 22, 2014, 08:29:39 AM
Crap, accidantally posted my mod with the source included.

Fail...

I have deleted it for now, I will release a new update once I am done with Ver. 8. Though I may re-release Ver. 7 without source or Ver. 6.


Title: Re: Spelunky - The Lost Update
Post by: SuB_Zer0 on March 22, 2014, 01:20:14 PM
Well that's why your are mossbaby :P


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on March 22, 2014, 05:39:32 PM
I was rushing, since the last update was over a month ago. Though soon I should have a newer update with Editor+ Too Much Space Edition with Magic Signs, a command prompt, and some extra fun gamemodes like Pacifist, Poor, and Boom.

(Pacifist and Boom already exist, just look for the mods in the Modification Compendium, Poor was one inspired by who I think was Bae wanting Spelunky HD to have gold to kill you, for that achievement of defeating the game without money.)

And the Mossbaby/Mossy/Shoot/Bean thing is based off of how much posts I have done. First at Shoot, 50 to become Bean, then 250 to become Mossbaby. I do not know the rest yet.


Title: Re: Spelunky - The Lost Update
Post by: SuperX46 on March 22, 2014, 06:30:09 PM
Holy crap. Can't believe I haven't played this until now.
THIS IS SO BADASS! You are even planning to add this second start chamber it seems! I love this mod! 10/10! Bravo! Can't wait for the second start chamber level set thing!


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on March 22, 2014, 10:08:05 PM
:D

It's great that you love the mod! I am still a long way from releasing the source, so stay tuned!


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on March 27, 2014, 08:35:49 PM
INFOLOG!

Just so you know what I am doing.

1. Pyrite shop is partial!
2. Daily Run is partial!
3. Editor Plus is WIP!
4. Camera is complete! (Gotta do ghost stuff.)
5. All crate stuff are complete!
6. Fixed throwing items with mitt! (Dice are still broken.)
7. Flamethrower has more fuel!
8. Flamethrower shows properly in hold item box!
9. Shops sell boomerang and camera!
10. Some other stuff I'll remember later.


Title: Re: Spelunky - The Lost Update
Post by: SuB_Zer0 on March 30, 2014, 06:33:50 AM
I know you barely keeping up with updating such a Piece-Of-Technology mod, but please. Fix coingun. It really seems cool! You also could have added No-Ammo mode (if ppl want to use weapons w/o ammo).
                                                      Also
i found a potential bug: When  you reach jungle, die here, and quick respawn in caves  and got all shortcuts unlocked there a bug occurs - Those blocks making ''Frame'' around your level making you unable to escape (u hav 2 use door) are Jungle tiles (o.o) and there is endless abyss on the bottom


Title: Re: Spelunky - The Lost Update
Post by: Kim on March 30, 2014, 03:41:42 PM
(Dice are still broken.)
They were probably made of glass. XD


In any case.
If I may ask, will there be undead, wielding weapons like swords and such in this epic mod, in a future version?


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on March 30, 2014, 05:35:00 PM
@Sub_Zero
I think I can fix that easily, once I find the faulty code.

@Kim
I have had thoughts to make the shopkeeper to be able to pick up any weapon they find, it would otherwise make a boomstick the very favorable weapon of choice of a shotgun.
(Shopkeeper cannot use it/take it from you, it only uses 1 pellet rather than 2, shopkeepers are very common when angered, double fire rate of a shotgun, and doesn't wastes so much bullets to kill stuff.)


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on March 30, 2014, 08:35:39 PM
Second time someone has targeted my mod topic. Who the heck has a grudge against me?


Title: Re: Spelunky - The Lost Update
Post by: Kim on March 31, 2014, 01:34:54 AM
I have had thoughts to make the shopkeeper to be able to pick up any weapon they find, it would otherwise make a boomstick the very favorable weapon of choice of a shotgun.
(Shopkeeper cannot use it/take it from you, it only uses 1 pellet rather than 2, shopkeepers are very common when angered, double fire rate of a shotgun, and doesn't wastes so much bullets to kill stuff.)
I see...

Second time someone has targeted my mod topic. Who the heck has a grudge against me?
?


Title: Re: Spelunky - The Lost Update
Post by: Del Bel on March 31, 2014, 03:04:06 AM
Gah


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on March 31, 2014, 04:45:29 AM
@Kim
Some person registered yesterday to post some kind of explicit image everywhere, but in the Spelubky source forum, only this topic was targeted. (I think, didn't stay longer for the carnage.)


Title: Re: Spelunky - The Lost Update
Post by: joey4track on March 31, 2014, 07:12:47 PM
I just got the new version and for some reason I can't enter into any of the doors to start the game? Am I missing something?


Title: Re: Spelunky - The Lost Update
Post by: bloxxin on March 31, 2014, 07:30:57 PM
New Update finally after 7 weeks!

@Joey
Remember when you wanted the entrance of doors to be a different button besides up? I did it, now press space! Don't like it? Set it in the new config! (gamepad not supporter, don't have one to test it on)


Title: Re: Spelunky - The Lost Update
Post by: joey4track on March 31, 2014, 07:34:59 PM
Yeah, it's great! I figured it out, I was using a gamepad but pressing space with the keyboard to exit is still way better than leaving a level by accident haha..

I was thinking, is it possible to change the controls so you can shift between run and walk while in mid air like how you can in HD? That would be epic.   8)


Title: Re: Spelunky - The Lost Update
Post by: SYF2 on October 16, 2014, 06:23:03 PM
How do you unlock all the score doors, start screen shops, and etc.