The Mossmouth Forums

Games => Source => Topic started by: Delver on December 28, 2009, 08:26:36 PM



Title: Version 0.6.0 of Potion mod.
Post by: Delver on December 28, 2009, 08:26:36 PM
Very Basis Mod adding Potions to Spelunkys gameplay:

there are currently (0.5.4) 5 potions effects, where 3 are chosen at random when starting a game. the effect can be used by drinking the Red, Black and Green potions spawning from the chests. To drink a potion simple hold it, press up and whip. If you want to give it to a enemy or a damsel; stun em and press whip, while holding the potion over the stunned body. The effect are bond to a color thought a game. so it pays to check the potions effects on caveman or the like in the beginning, for later using em to great advantage at the end stages. There are currently 3 good effect and 2 bad, so it's passable to have none of the nasty ones... and all the spoils.

Happy drinking, and please voice your opinion below  :)

Version 0.6.0 Getting there

+ 3 decorative mushrooms
+ Potion mixing system

download:
http://www.mediafire.com/?zywyzxjoafz

Version 0.5.5.1 (Turtle move!)

+ Potion shops
+ Potion spawn in supply shops
+ Potion spawn in rare shops
+ Added version number to title screen
+ Fixed game ending error in area 3
- Changes black potion into blue potion
- Potions no longer break when whipped


download:
http://www.mediafire.com/?zqyjmgzr2tn    

Version 0.5.4.1 (Time at the speed of light!)

+ new potion effect.
- drinking two dizzy potions now cancels each other out.
- tweaked the place holder animation for Enemies
- bugs fixs

download:
http://www.mediafire.com/?mylrz0gyzny

Version 0.5.3.1 (At the speed of light)

Got the poison potion working, all potions effects are now pretty much as I wanted them to be.

also solved some bugs with dizzyness

the next Version will take some time (I know sad  ) since I'm getting back to collage as of today...

I hope to get the next potion in (potion of love) in the next version, then a mixing system, and potion shops (and hopefully implementing Shop identification of potions) and of course better monster reactions to potions (it's needed)  


anyway, download and have a look:
http://www.mediafire.com/?gvmnokzjrgy


Version 0.5.2.2 (envies his younger sibling  )

slight fix to bubble potion
decreasing the negative effects of confusion

fixes bug with damsel

download:
(v.0.5.2.3)
http://www.mediafire.com/?zyfowtmwylm
15X chest (v.0.5.2.1)
http://www.mediafire.com/?jyfqmzmcmmd


Version 0.5.1.1 (and over the top!)

- fixed the randomizer (before the newest effect whats always present)
- improved the chest spawning
- improved the chance of potion spawn
- improved the interaction with enemy (now you press attack when the enemy is     stunned
- potion now work on damsels
- the bobble now helps more

- fixed Damsel bug in Version 0.5.1

download:
http://www.mediafire.com/?i2yjmzjnkim

Version 0.5.0 (higher and higher!)

+ new Potion effect  ;D

Download:
http://www.mediafire.com/?lcwdwtdnmwy


Version 0.4.0 (Jumping over and above!)

-changed the drop rates of crates
-added new green potion

Yes it's done! New Potion with and all new effect, YOU should try it! (might not be what you expect) Could kill YOU or maybe give YOU a second chance  ;)

DOWNLOAD:
http://www.mediafire.com/?5jygmqhdwhy    

Version 0.3.2 (Counting up and away!)

 + MetalBlocks in Editor under tap 4.

download:
http://www.mediafire.com/?mx2md2ey0w4

Version 0.3.1 (yes, I do have a fetish for slow growing numbers, so shot me  ;) )

added:

Red and Black Potion to Editor under tap 1, now go poison yourselves  ;D

Download;
http://www.mediafire.com/?oqhmdlelmty
 
Version 0.3.0

changes:

the Potion mod is now native to Spelunky 1.1 (evil spike traps)
the hearts on caveman, shopkeepers etc. is now better centered
you can no longer ship the poison effect by exiting the lvl
the chest spawn is like normal spelunky
damsels can no longer drink potions (might change back)
potion spawn in every second chest about

download .exe here:
http://www.mediafire.com/?ymx0izymwy1
modified source code (.gmk):
http://www.mediafire.com/?yjz2zmngynt

Edit:
V. 0.2.0
enemy's now need to be stunned for a potion to work.
potions work on more enemys (including shopkeepers)
weapons no longer change into bottles

download here:

Version 0.2.0
http://uploading.com/files/483m4e6f/SpelunkyPotionAlphaV.0.2.0.exe/
http://www.mediafire.com/file/ymyubqz0vgg/SpelunkyPotionAlphaV.0.2.0.exe

Version 0.1.1
http://www.megaupload.com/?d=1BSTO8G0


Title: Re: First version of Potion mod.
Post by: ipwnu1337 on December 28, 2009, 08:32:42 PM
Cool, but megaupload is ugly =(.

Also, the link doesn't work.


Title: Re: First version of Potion mod.
Post by: Delver on December 28, 2009, 08:39:22 PM
hmm... your right  :(

Know any good upload sites, maybe less ugly  ???
 
Edit: Works now - for some odd reason  :o


Title: Re: First version of Potion mod.
Post by: Darkness3313 on December 28, 2009, 09:11:36 PM
The sites uploader should work fine Delver


Title: Re: First version of Potion mod.
Post by: Ninja_Zane on December 28, 2009, 09:35:03 PM
Both the red and black potions killed me after drinking them‼


Title: Re: First version of Potion mod.
Post by: Delver on December 28, 2009, 09:39:54 PM
its random for each play  :)

try feeding it to a Damsel, then you know if it's poison or kali blood next time (if you don't die  ;D)


Title: Re: First version of Potion mod.
Post by: grieck on December 28, 2009, 09:46:38 PM
Interesting. So chests now only spawn potions, but seems chest themselves rarely spawn.


Title: Re: First version of Potion mod.
Post by: Ninja_Zane on December 28, 2009, 09:48:29 PM
So...... you made it totally random, even if I get another potion of the same color, it doesn't stay the same, and damsels auto drink it when they get near it, I guess if you need the hp badly.... you wouldn't drink it, it takes 3 hp if its bad, and gives one back if its good, and the damsel uses it all.


Title: Re: First version of Potion mod.
Post by: ManaUser on December 28, 2009, 10:05:00 PM
Cool. Now I know you're calling this alpha, but here are some suggestions. Make the potions a little more realistic size... like as big as Splunker's head, not his whole body. Full potions should be breakable when thrown. It's interesting how damsels and enemies are effected by the potions, but it would probably make more sense if that only happened when you threw at at them. (And damsels definitely shouldn't be able to drink when you're carrying her.) In the final version they shouldn't be in every chest (but I'm sure you planned that), and of course, more kinds of potions.


Title: Re: First version of Potion mod.
Post by: grieck on December 28, 2009, 10:06:31 PM
There's a bug where if you're holding a shotgun and drink a potion the shotgun becomes a new potion and gets drank, leaving the other one.

Wasted my shotgun on a heart!


Title: Re: First version of Potion mod.
Post by: Delver on December 28, 2009, 10:07:29 PM
the effect are constant until you die, if you drink a red potion on lvl 2 - a red potion on lvl 14 would do the same thing. When you die its randomized again.

the chance of a chest spawning is actually a little higher then normal, but you shouldn't think so.

anyway here is a version were chest spawn is 15 times normal:
http://www.megaupload.com/?d=12PCQXDC    


Title: Re: First version of Potion mod.
Post by: Kegluneq on December 28, 2009, 10:15:42 PM
EDIT: Oh Delver beat me to it, anyway I'll keep this post since I spent so long typing it up.

So...... you made it totally random, even if I get another potion of the same color, it doesn't stay the same, and damsels auto drink it when they get near it, I guess if you need the hp badly.... you wouldn't drink it, it takes 3 hp if its bad, and gives one back if its good, and the damsel uses it all.

No, the effect is random per play-through, but persistent throughout each play. Now since I know that's hard to understand, let me use your case as an example:

First play: Black potion is poison
EVERY black potion will be poison, and EVERY red potion will heal you.

Second play: Red potion is poison
It's a different, separate play-through, so now all potion effects have been jumbled up. Unfortunately for you, now EVERY red potion is poison and EVERY black potion is healing.

Make sense? It's a common feature of rogue-likes.


Title: Re: First version of Potion mod.
Post by: Delver on December 28, 2009, 10:34:59 PM
There's a bug where if you're holding a shotgun and drink a potion the shotgun becomes a new potion and gets drank, leaving the other one.

Wasted my shotgun on a heart!

That's pretty weird ???

seems to happen with; Shotgun, Teleporter and Web Cannon...

am sorry about the shotgun  ;)

might take some time to kill thought...

Edit: Think I did it  :)
http://www.megaupload.com/?d=1BSTO8G0




Title: Re: First version of Potion mod.
Post by: gummybears123 on December 29, 2009, 11:20:54 AM
It says the file is temporarily unavailable...


Title: Re: First version of Potion mod.
Post by: Delver on December 29, 2009, 12:03:48 PM
It says the file is temporarily unavailable...

hmm... doesn't seem like Megaupload was the best place to put it, will see if I can find a place more stable  :-\


Title: Re: Version 0.2.0 of Potion mod.
Post by: ipwnu1337 on December 29, 2009, 12:39:06 PM
Try Mediafire.

http://www.mediafire.com/


Title: Re: Version 0.2.0 of Potion mod.
Post by: kirbmasta on December 29, 2009, 05:32:09 PM
nothing serious, just visual, but when you take a potion through the door, it doesnt show him walking with it, like it would if he had a shotgun


Title: Re: Version 0.2.0 of Potion mod.
Post by: grieck on December 29, 2009, 07:32:46 PM
Plus with the first version the wholecarried item=potion lets you effectively have infinite health (why I didn't notice this immediately is beyond me) as the item thatis 'consumed' leaves behind an empty bottle, which the same trick works on.
Add this with you 15x chest spawn and you have EASY mode.


Title: Re: Version 0.2.0 of Potion mod.
Post by: gummybears123 on December 29, 2009, 08:00:05 PM
In the editor, the potion comes out to the upper left corner of where you want to put it...


Title: Re: Version 0.2.0 of Potion mod.
Post by: Delver on December 30, 2009, 08:15:25 AM
Plus with the first version the wholecarried item=potion lets you effectively have infinite health (why I didn't notice this immediately is beyond me) as the item thatis 'consumed' leaves behind an empty bottle, which the same trick works on.
Add this with you 15x chest spawn and you have EASY mode.

Hopefully that bug is kicked out for good  :)




Title: Re: Version 0.2.0 of Potion mod.
Post by: grieck on December 30, 2009, 01:12:43 PM
In this version at least, with the whole can't drink potions while carrying something.

But I did keep saved both the old version and the 15x old version (someone I've been trying to get into Spelunky mainly plays it little due to the difficulty, so I saved the easy version so she'd have a..well...Easy Version)


Title: Re: Version 0.3.0 of Potion mod.
Post by: Delver on December 30, 2009, 03:24:33 PM
moved the mod to Spelunky 1.1

sadly no new potions  :-[
and have to go celebrate the new year, so no new potions until next year (if your nice  ;) )

anyway, uploaded the .gmk file if people want to take a look, maybe change it a little. Feel free to do so  :)

the changes are (to the 1.1 source:

4 new sprites:
sPotionRed
sPotionBlack
sPotionEmpty
sBlackHeart

5 new object:

Item:
oPotionRed
oPotionBlack
oPotionEmpty

Effects:
oBlackHeart

Traps
oPoison

to the scripts

scrClearGlobals
global.potion
global.poison

scrUseItem
PotionGood
PotionEvil

added between pistol and scepter

there is also some changes to:
oPlayer1
oCaveman
etc.

hope it's useful, and feel free to leave a comment below  ;D


Title: Re: Version 0.3.0 of Potion mod.
Post by: gummybears123 on December 30, 2009, 03:53:11 PM
I cant find the potions in v3.0 in the level editor... :-[


Title: Re: Version 0.3.0 of Potion mod.
Post by: Delver on December 30, 2009, 04:13:59 PM
I cant find the potions in v3.0 in the level editor... :-[

That's because it's in version v0.3.1  ;)   


Title: Re: Version 0.3.1 of Potion mod.
Post by: gummybears123 on December 30, 2009, 08:12:39 PM
Okay... new versions like everyday! Yay! ;D :D


Title: Re: Version 0.3.1 of Potion mod.
Post by: Delver on December 30, 2009, 08:44:20 PM
Yay, new slightly improved version of Potion mod (yes seems to happen every few hours  ;))

Version: 0.3.2

Only Change MetalBlocks...  :P 


Title: Re: Version 0.3.2 of Potion mod.
Post by: Ninja_Zane on December 30, 2009, 09:23:12 PM
I will redownload it, when it gets to 0.3.5. (Witch won't be long maybe 3 days)


Title: Re: Version 0.3.2 of Potion mod.
Post by: gummybears123 on December 30, 2009, 09:52:28 PM
Or tomorrow


Title: Re: Version 0.4.0 of Potion mod.
Post by: Delver on January 01, 2010, 02:27:12 AM
Version 0.4.0 (Jumping over and above!)

-changed the drop rates of crates
-added new green potion

Yes it's done! New Potion with and all new effect, YOU should try it! (might not be what you expect) Could kill YOU or maybe give YOU a second chance 


Title: Re: Version 0.4.0 of Potion mod.
Post by: marsgreekgod on January 01, 2010, 02:50:17 AM
I tried playing this, but I ended up fearing all the potions and never using them.


Title: Re: Version 0.4.0 of Potion mod.
Post by: Darkness3313 on January 01, 2010, 04:32:34 AM
I really like the Potion that gives you a Scepter Ray Shield, thats the only Potion I've come across thus far.


Title: Re: Version 0.4.0 of Potion mod.
Post by: Delver on January 01, 2010, 09:40:21 AM
I tried playing this, but I ended up fearing all the potions and never using them.

The almost instant death the poison delivers is a pretty grim fate, it also feels like a cheap kill. Thought I think the premise of the Bobble and Health potion makes up for it.
Maybe if a made the poison a lot slower, like every 30 seconds or minute it would take 1 Life. Taking 5 or so Life total, across multiple levels. Then it would still be quit a hit but not unrecoverable for a skilled spelunky player...

I really like the Potion that gives you a Scepter Ray Shield, thats the only Potion I've come across thus far.

It's pretty nice, by far the best of the effect currently (and properly only subsided by the Ank), If there is any attacks you feel it should protect against; it doesn't, please tell. Very unlikely I got them all in the first go  :-[.

The Potions are still to rare I think, The act of giving the potions to caveman should be a valid strategy, I think you find about 3 potions in a single run at average.

What do people think would be the preferable amount on a single run?         
 


Title: Re: Version 0.4.0 of Potion mod.
Post by: Artman40 on January 01, 2010, 12:08:37 PM
Now that treasure chests contain something useful, guess that means someone else will make a mod to pots.


Title: Re: Version 0.4.0 of Potion mod.
Post by: gummybears123 on January 01, 2010, 12:30:52 PM
Maybe there should be POTION SHOPS!!!


Title: Re: Version 0.4.0 of Potion mod.
Post by: Kegluneq on January 01, 2010, 12:32:24 PM
Oh I hate to think what the shop code is like.
Though it probably isn't as bad as I think.


Title: Re: Version 0.4.0 of Potion mod.
Post by: marsgreekgod on January 01, 2010, 12:33:02 PM
It shouldn't be TOO bad. copy and paste with some edits more or less.


Title: Re: Version 0.4.0 of Potion mod.
Post by: gummybears123 on January 01, 2010, 12:36:58 PM
You make it sound easy


Title: Re: Version 0.4.0 of Potion mod.
Post by: marsgreekgod on January 01, 2010, 12:38:56 PM
Oh I am sure something would go wrong, but at it's base it is easy with the way derak set it up from what I have seen. Heck the cost is hardcoded into it, and the shops already exist. all you need to do is make a new table of items for sale. (but make each cost the same)


Title: Re: Version 0.4.0 of Potion mod.
Post by: Delver on January 01, 2010, 12:46:01 PM
Oh I am sure something would go wrong, but at it's base it is easy with the way derak set it up from what I have seen. Heck the cost is hardcoded into it, and the shops already exist. all you need to do is make a new table of items for sale. (but make each cost the same)

right on the money... there is a script called: scrShopItemsGen under Level Generation. shouldn't be anything more then copy paste  ::) 


Title: Re: Version 0.4.0 of Potion mod.
Post by: marsgreekgod on January 01, 2010, 01:12:46 PM
Oh I am sure something would go wrong, but at it's base it is easy with the way derak set it up from what I have seen. Heck the cost is hardcoded into it, and the shops already exist. all you need to do is make a new table of items for sale. (but make each cost the same)

right on the money... there is a script called: scrShopItemsGen under Level Generation. shouldn't be anything more then copy paste  ::) 
Sweet! so are they going to be called "black potion" and what not and buy them with out knowing what they do?


Title: Re: Version 0.4.0 of Potion mod.
Post by: Delver on January 01, 2010, 01:19:23 PM
Oh I am sure something would go wrong, but at it's base it is easy with the way derak set it up from what I have seen. Heck the cost is hardcoded into it, and the shops already exist. all you need to do is make a new table of items for sale. (but make each cost the same)

right on the money... there is a script called: scrShopItemsGen under Level Generation. shouldn't be anything more then copy paste  ::)  
Sweet! so are they going to be called "black potion" and what not and buy them with out knowing what they do?

More or less, of course if you have tested or drinked one of the potions, you will know what that color does.

so you can buy one, drink it and if you like the effect buy one more of the same color ^^

hmm... A black potion marked... might try to make that at some point  :D


Title: Re: Version 0.4.0 of Potion mod.
Post by: gummybears123 on January 01, 2010, 01:23:32 PM
In version 4, I'm not seeing any potions in the game, and there are only red and black potions in the editor....


Title: Re: Version 0.4.0 of Potion mod.
Post by: Delver on January 01, 2010, 01:56:56 PM
In version 4, I'm not seeing any potions in the game, and there are only red and black potions in the editor....

you might just be unlucky, there is a 50 % of a potion spawning from a chest... try making some chest in the editor, hopefully you will get some then.

i can only add things to the editor by removing something else (because of some weird maxdrop value I don't understand  :'() and I don't wan't to remove to many Items. 


Title: Re: Version 0.4.0 of Potion mod.
Post by: Kitoari on January 01, 2010, 02:08:02 PM
As a suggestion, allow for a Shopkeeper Type to identify potions for you.

I'll try this out later.


Title: Re: Version 0.5.0 of Potion mod.
Post by: Delver on January 01, 2010, 04:09:51 PM
Now up on 4 potions, with 3 in anyone game.

Think I need one more positive effect, and I could use a little help to find it, anyone know any great effects that could come from a potion?

 


Title: Re: Version 0.5.0 of Potion mod.
Post by: marsgreekgod on January 01, 2010, 04:11:25 PM
whip gets upgraded somehow?



Title: Re: Version 0.5.0 of Potion mod.
Post by: Delver on January 01, 2010, 04:41:43 PM
whip gets upgraded somehow?


suppose you could make a fire whip... burning dmg maybe, or some form of Akira-effect (huge freaking explosion, with the spelunker untouched...) 


Title: Re: Version 0.5.0 of Potion mod.
Post by: Kitoari on January 01, 2010, 04:46:04 PM
Maybe a potion of love, which would guarantee a Damsel on the next floor?


Title: Re: Version 0.5.0 of Potion mod.
Post by: marsgreekgod on January 01, 2010, 04:47:12 PM
that would be a little lame.


Title: Re: Version 0.5.0 of Potion mod.
Post by: Delver on January 01, 2010, 05:07:16 PM
Maybe a potion of love, which would guarantee a Damsel on the next floor?

it's not bad, leaves it at the weakest of the positive potions. If one set a global massage when drinking it; You feel destiny awaits you. it wouldn't seem so far fetch really...

maybe it could make the next damsel give you two kisses, maybe you could give it to a damsel, making her LOVE YOU! Not bad at all  :)

that would be a little lame.

there is nothing lame about love my friend  ;)


Title: Re: Version 0.5.0 of Potion mod.
Post by: marsgreekgod on January 01, 2010, 05:11:11 PM
Maybe a potion of love, which would guarantee a Damsel on the next floor?

it's not bad, leaves it at the weakest of the positive potions. If one set a global massage when drinking it; You feel destiny awaits you. it wouldn't seem so far fetch really...

maybe it could make the next damsel give you two kisses, maybe you could give it to a damsel, making her LOVE YOU! Not bad at all  :)

that would be a little lame.

there is nothing lame about love my friend  ;)

How about more healing from every girl you find afterwords, that would be quite useful. (with random staker quotes about how much they love you when you have it not the normal your my hero)


Title: Re: Version 0.5.0 of Potion mod.
Post by: Delver on January 01, 2010, 05:20:05 PM
Maybe a potion of love, which would guarantee a Damsel on the next floor?

it's not bad, leaves it at the weakest of the positive potions. If one set a global massage when drinking it; You feel destiny awaits you. it wouldn't seem so far fetch really...

maybe it could make the next damsel give you two kisses, maybe you could give it to a damsel, making her LOVE YOU! Not bad at all  :)

that would be a little lame.

there is nothing lame about love my friend  ;)

How about more healing from every girl you find afterwords, that would be quite useful. (with random staker quotes about how much they love you when you have it not the normal your my hero)

hmm... the Damsel is always left behind, what if the potion made you keep your girl.  so when bringing her to the level exist. she will be at you side on the next lvl and so on (maybe with some bonus for repeated runs, might be over the top) until she dies in a tragic accident...

maybe two uses one on the spelunker, one on the damsel?


Title: Re: Version 0.5.0 of Potion mod.
Post by: marsgreekgod on January 01, 2010, 05:51:29 PM
But if she stays with you there could be two girls in one level and would would have to code it so both kiss you in the end.


Title: Re: Version 0.5.0 of Potion mod.
Post by: Delver on January 01, 2010, 06:06:53 PM
But if she stays with you there could be two girls in one level and would would have to code it so both kiss you in the end.

Not if I cancel the generation of one  :)

Think I'm going to make it.

The Potion of Love

if spelunker drinks it; he will find a damsel at the entrance of the next lvl.

if the spelunker gives the potion to a damsel; she will become the one and only damsel (this means no kissings booths, no Kali pit),when she dies the spelunker will never find "love" again (no damsels will spawn randomly in lvls)

when the spelunker brings the damsel to lvl exist he will have her follow him to the next lvl and so on, until she dies

if the spelunker drinks a new potion while the one is alive he will get more kisses at lvl end.

if the spelunker drinks a new potion after the one damsel is died, he will get a message saying, he feels empty inside (no effect)

Broken? 


Title: Re: Version 0.5.0 of Potion mod.
Post by: Kitoari on January 01, 2010, 06:26:10 PM
With one caveat; allow the damsel to stay behind before the final boss. I doubt the Spelunker would want his love to come in there with him.


Title: Re: Version 0.5.0 of Potion mod.
Post by: gummybears123 on January 01, 2010, 09:22:57 PM
Good job!  I'm really liking this!  Even if there are at least three new versions everyday! ;D


Title: Re: Version 0.5.0 of Potion mod.
Post by: Delver on January 02, 2010, 07:10:55 AM
Version 0.5.1

- fixed the randomizer (before the newest effect whats always present)
- improved the chest spawning
- improved the chance of potion spawn
- improved the interaction with enemy (now you press attack when the enemy is     stunned
- potion now work on damsels
- the bobble now helps more

download:
http://www.mediafire.com/?m5ftmgcmayf     


Title: Re: Version 0.5.1.1 of Potion mod.
Post by: Raven on January 02, 2010, 08:20:13 AM
hallo nice update  ::)


Title: Re: Version 0.5.1.1 of Potion mod.
Post by: ipwnu1337 on January 02, 2010, 10:46:51 AM
Maybe you could add a painkiller of sorts.

Temporary +5 hp for 30 seconds?  That could work.

When someone takes damage, it comes off the temporary hp first.


Title: Re: Version 0.5.1.1 of Potion mod.
Post by: gummybears123 on January 02, 2010, 01:08:55 PM
I prefer 3hp for 30 seconds... 5 seems too much


Title: Re: Version 0.5.1.1 of Potion mod.
Post by: Artman40 on January 02, 2010, 01:28:37 PM
I wonder should the effects of the "mess up your controls" potion be temporary or permanent until stunned?


Title: Re: Version 0.5.1.1 of Potion mod.
Post by: marsgreekgod on January 02, 2010, 01:50:06 PM
I thought it was until end of level.


Title: Re: Version 0.5.1.1 of Potion mod.
Post by: gummybears123 on January 02, 2010, 01:57:01 PM
Can someone list all the potions and effects?


Title: Re: Version 0.5.1.1 of Potion mod.
Post by: Enrymion on January 02, 2010, 02:05:54 PM
How about a Potion of Lust that makes every (1 tile)enemy (and item?) look like stationary damsel until you rescue a real one? It could be combined with potion of love maybe without guaranteed damsel spawn at next level. That way it'd have both positive and negative effects.
What does potion of love do when given to the one damsel?

Using potions on others isn't very intuitive I think it should either always work on whatever it's thrown at regardless of target's state consciousness or by "buying" a potion while carrying someone.
Also bubble should work on others maybe confuse should too at least visually.

Making water cure confusion could be nice.
There should be some sound effect for drinking potions.

Full bottles don't break but empty ones do? I might want to refill that empty bottle!

Can someone list all the potions and effects?
red, green, black
confuse, bubble, -5 health, +1 health


Title: Re: Version 0.5.1.1 of Potion mod.
Post by: Artman40 on January 02, 2010, 02:11:20 PM
I think -5 health to +1 health isn't really a good tradeoff. Maybe, if getting that bad potion, you can avoid the worst of it, but you'd have to be quick somehow.


Title: Re: Version 0.5.1.1 of Potion mod.
Post by: marsgreekgod on January 02, 2010, 02:18:25 PM
or -3. so you know a starting health of 4 can live, but be almost dead


Title: Re: Version 0.5.1.1 of Potion mod.
Post by: Enrymion on January 02, 2010, 03:34:02 PM
animation for being confused is awfully large and kind of weird. IMHO it should stay above spelunkers head and be around the same size as stunned animation.


Title: Re: Version 0.5.1.1 of Potion mod.
Post by: Delver on January 02, 2010, 05:58:59 PM
First of really appreciate the feedback  ;D
I wonder should the effects of the "mess up your controls" potion be temporary or permanent until stunned?

It's permanent right now (0.5.1.1). If it was on a timer; people would stand still at much as passably, and I really don't see Spelunky as a stand still and do nothing game.

I think I'm going to lessen the effect, right now there is no choice; when confused go to a high place and jump! If the effect was less shuffle and more reversing, like left to right or jump to whip. You could decide to keep it, until stunned (that way not losing a life to nothing) or "cancel stun" it in fear of falling in to spikes or just losing life to non stunning enemies.

I think -5 health to +1 health isn't really a good tradeoff. Maybe, if getting that bad potion, you can avoid the worst of it, but you'd have to be quick somehow.

It's not really -5 life to +1 life, but to negate the dmg. from any attack (even instant death). But -5 life really isn't that great, I'm going to change it to 4 life over 2 minutes (even over lvl ends), so if on full life (4) you have 2 minutes to get 1 life without losing any.

Maybe put in a 3 lvl passed until effect removed, or a cancel system; if under a negative effect from a red potion a black potion would have no effect, but will cancel the effect of the red potion. Black cancel red, green cancel black and red cancel green.

Using potions on others isn't very intuitive I think it should either always work on whatever it's thrown at regardless of target's state consciousness or by "buying" a potion while carrying someone.
Also bubble should work on others maybe confuse should too at least visually.

Making water cure confusion could be nice.
There should be some sound effect for drinking potions.

Full bottles don't break but empty ones do? I might want to refill that empty bottle!

The first version had enemies drinking on contact, but you really don't what to lose a potion because it touches a enemy, when dropped for any reason. Also when was the last time you trowed a beer on some one? Did he drink it on contact?  ;)

water dispelling confusion it pretty nice  :)

really likes the idea of bottles being refill, maybe you could mix potions to make another; if mixing green and black you get red?     


           


Title: Re: Version 0.5.1.1 of Potion mod.
Post by: Sudonimus on January 02, 2010, 06:38:06 PM
I played the game...
I can't seem to find the potions
something wrong?


Title: Re: Version 0.5.1.1 of Potion mod.
Post by: Delver on January 02, 2010, 06:43:53 PM
I played the game...
I can't seem to find the potions
something wrong?

Teddy... hmm I mean gummybears123 said he had the same problem, and haven't heard if he was just unlucky. it's very unlikely it doesn't work (actually almost Miracle unlikely). try going to the editor and make some chest... you might as well make some potions too (under tap one)... there is about a 25% chance of no potion from chests.

ps. anyone played P4?  ;)  


Title: Re: Version 0.5.1.1 of Potion mod.
Post by: gummybears123 on January 02, 2010, 06:54:50 PM
They come up now....

And what does the bubble potion do?


Title: Re: Version 0.5.1.1 of Potion mod.
Post by: Delver on January 02, 2010, 07:03:11 PM
The Bubble potion Spoiler  ;)

It cancels one hit, if you get touched by a spider no damage (but the bubble will burst) the same if falling, even spikes. You can survive the bomb even  :)  [/color]


Title: Re: Version 0.5.1.1 of Potion mod.
Post by: gummybears123 on January 02, 2010, 07:05:39 PM
How about shotguns?  Or arrowtraps?


Title: Re: Version 0.5.1.1 of Potion mod.
Post by: Delver on January 02, 2010, 07:13:42 PM
Hmm... it should do shotgun (if not implementing now :P) and yes

edit:
do shotgun, actually pretty nicely  :)


Title: Re: Version 0.5.1.1 of Potion mod.
Post by: Enrymion on January 02, 2010, 07:15:18 PM
It's permanent right now (0.5.1.1). If it was on a timer; people would stand still at much as passably, and I really don't see Spelunky as a stand still and do nothing game.
A lot depends on the timer, if it took longer than ghost takes to appear it might not encourage standing still so much but just having enough safe ways to remove it would be better than timer at least for an effect coming from potion if it was caused by something else it could be very brief. Maybe rescuing a damsel could cure it too?

Maybe put in a 3 lvl passed until effect removed, or a cancel system; if under a negative effect from a red potion a black potion would have no effect, but will cancel the effect of the red potion. Black cancel red, green cancel black and red cancel green.
Seems a bit weird for colour to matter for effect cancelling when effects are random. Effect based would be more logical.

The first version had enemies drinking on contact, but you really don't want to lose a potion because it touches a enemy, when dropped for any reason.    
You could make it require enough velocity. Or even better you could make it so that it just breaks when thrown and creates a cloud of potion that causes the effect for everyone in touch with it. Cloud probably should have different effect than drinking in some cases.

Also when was the last time you threw a beer on some one? Did he drink it on contact?  ;)
Does throwing one at unconscious person work better?


Title: Re: Version 0.5.1.1 of Potion mod.
Post by: gummybears123 on January 02, 2010, 07:23:10 PM
Bubble works on bullets!

And potions can spawn from chests in custom levels


Title: Re: Version 0.5.1.1 of Potion mod.
Post by: Delver on January 02, 2010, 07:39:04 PM
It's permanent right now (0.5.1.1). If it was on a timer; people would stand still at much as passably, and I really don't see Spelunky as a stand still and do nothing game.
A lot depends on the timer, if it took longer than ghost takes to appear it might not encourage standing still so much but just having enough safe ways to remove it would be better than timer at least for an effect coming from potion if it was caused by something else it could be very brief. Maybe rescuing a damsel could cure it too?

Maybe put in a 3 lvl passed until effect removed, or a cancel system; if under a negative effect from a red potion a black potion would have no effect, but will cancel the effect of the red potion. Black cancel red, green cancel black and red cancel green.
Seems a bit weird for colour to matter for effect cancelling when effects are random. Effect based would be more logical.

The first version had enemies drinking on contact, but you really don't want to lose a potion because it touches a enemy, when dropped for any reason.    
You could make it require enough velocity. Or even better you could make it so that it just breaks when thrown and creates a cloud of potion that causes the effect for everyone in touch with it. Cloud probably should have different effect than drinking in some cases.

Also when was the last time you threw a beer on some one? Did he drink it on contact?  ;)
Does throwing one at unconscious person work better?
making it color based solves a lot of problems, if the curing effect not present in game to bad, all 3 colors are present always.

if you fund a green potions, don't know what it does, and find a red one... you can drink the green one, safe knowing the red will cure you ^^ potion drinking will be more safe for a clever spelunker.

If trowing on a unconscious fellow works better? haven't tried that in real life :P But if you trow hard enough on a conscious fellow, he becomes unconscious... and you trow very hard in spelunky  ;D

sorry'bout that. Any way to give a potion; you need to knock him out, go over to him and press attack while holding a potion, a little complex - but kind of logical.

on a side note; if you knock him out, put the potions on him - walks away and whip, he drinks it from his slumber (it's a bug  >:()

a cloud from a broken potion? Thats a pretty nice idea, I might implement it, when I got all the potion effects done  :).

Thanks        

  


Title: Re: Version 0.5.1.1 of Potion mod.
Post by: gummybears123 on January 02, 2010, 07:48:56 PM
Alien Boss Bubbles still hurt you when you have the protective bubble...



Title: Re: Version 0.5.1.1 of Potion mod.
Post by: Delver on January 02, 2010, 07:51:29 PM
Alien Boss Bubbles still hurt you when you have the protective bubble...



Got it.

Make ready for potion mod 0.3.2  (my release finger is hungry);)


Title: Re: Version 0.5.1.1 of Potion mod.
Post by: gummybears123 on January 02, 2010, 07:59:40 PM
0.5.2 you mean?


Title: Re: Version 0.5.1.1 of Potion mod.
Post by: Enrymion on January 02, 2010, 08:22:06 PM
making it color based solves a lot of problems, if the curing effect not present in game too bad, all 3 colors are present always.

if you find a green potions, don't know what it does, and find a red one... you can drink the green one, safe knowing the red will cure you ^^ potion drinking will be more safe for a clever spelunker.

That does sound quite nice! But if any positive effect would cancel any negative effect it could work as effect based(except when all potions are bad).

Another possibility would be that drinking from same kind of potion if already under the effect of it would cancel it. Not so interesting but then there'd be no case of wasting a good potion to cure bad one when it isn't worth it or any other possible problems.
Speaking of drinking same potions you could make bubbles stack with max of 3 or 2 at a time.

sorry'bout that. Any way to give a potion; you need to knock him out, go over to him and press attack while holding a potion, a little complex - but kind of logical.

Isn't attack supposed to throw it? What if you miss him or he wakes up before you use it I probably wouldn't want to throw it then. Purchase button might work a little better(I have no idea why it still doesn't have any use outside of shops)


Title: Re: Version 0.5.1.1 of Potion mod.
Post by: Delver on January 02, 2010, 11:02:04 PM

Another possibility would be that drinking from same kind of potion if already under the effect of it would cancel it. Not so interesting but then there'd be no case of wasting a good potion to cure bad one when it isn't worth it or any other possible problems.
Speaking of drinking same potions you could make bubbles stack with max of 3 or 2 at a time.

sorry'bout that. Any way to give a potion; you need to knock him out, go over to him and press attack while holding a potion, a little complex - but kind of logical.

Isn't attack supposed to throw it? What if you miss him or he wakes up before you use it I probably wouldn't want to throw it then. Purchase button might work a little better(I have no idea why it still doesn't have any use outside of shops)

I really like the case of a good potion going to waste in order to cure a bad one, it sets up a choice, and let the player make smart decision; like the player find a green potion and he happens to know that it is a confusion potion, he could then choice to take it in hope of finding a black potion which it cures, or finding an unknown potion choosing not to break it and not testing it (on a stunable enemy) because what ever the next potion is, he will be able to drink one potion without much fear (he will still lose 1 life to poison).

So when a player finds a potion he can choose:

drinking it! getting what ever the effect is. this is good because he gets the knowledge of the potions effect, he don't need to carry it, and there is good chance of a nice effect. It's bad because it might be a bad effect.

testing it! He only gets the knowledge of the potion, but he don't need to carry the potion for long, properly he knows of a caveman near by (very good because the surroundings effects his choices, makes for deferent choices), the bad he loses the effect, but it might be bad.

Use it as a cure! Good because he gets the effect, and only if the effect is bad does he lose another potion. here there is also some nice probability involved; if he takes a bad potion in hope of finding the potion color it cures, he only have 1/3 chance of that happening, if he takes a potion he don't know; he have 2/3 chance of using it as a cure... if he finds the same color potion he need to make a new choice: should he leave a maybe very good potion behind?

If you make bad potions only be cured by good potions, you leave the player in the dark, and many of the above chooses becomes less attractive.

stacking Bubbles removes choice, if he finds a potion knowing it as a bubble potion, should he carry it and wait for his current bubble to burst, or leave it keeping his current Item (what Item he has plays in to his choice (this is good)). If he can just drink it, there is no choice and the bubble potion don't need being better (IMO)

Purchase button I might use later to handle potions, but it sorts of the weird button people need to know to use it.

I think the bottom line is: I made my mind, and I really like the color bases dispelling  ::)

0.5.2 you mean?

yeah...  ???

Version 0.5.2 (envies his younger sibling  :'()

slight fix to bubble potion
decreasing the negative effects of confusion


                                   


Title: Re: Version 0.5.2 of Potion mod.
Post by: kirbmasta on January 02, 2010, 11:34:39 PM
just tried to give a black potion to a damsel, got this as an error


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

Error in code at line 1:
   y = oEnemy.y;
             ^
at position 12: Unknown variable y


Title: Re: Version 0.5.2 of Potion mod.
Post by: Delver on January 02, 2010, 11:38:20 PM
just tried to give a black potion to a damsel, got this as an error


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

Error in code at line 1:
   y = oEnemy.y;
             ^
at position 12: Unknown variable y


Got it... at least now we now - the damsel is not the enemy... (bad joke is bad)


Title: Re: Version 0.5.1.1 of Potion mod.
Post by: Enrymion on January 03, 2010, 01:08:26 AM

I think the bottom line is: I have made my mind, and I really like the color based dispelling  ::)

I'll still voice my opinion about it in a vain hope that you might change it  ;D
I guess that the main gripes that I have with color based dispelling are(at least I think they are I'm not really sure as I haven't spent enough long hours evaluating my opinion about it to say that this is my opinion no matter how I look at it and won't change it after more thinking.) that it's guaranteed to work without knowing anything about the random effect of the curing potion and regardless of what the bad effect is when color has no other effect + it doesn't really support having more than 3 colors very well.

I might like it more if different colors of potions would have different effects maybe with "main" effects for all of them with some variation based on color or anything that makes the color matter for other things than curing from a long lasting bad effect.

If you can't stack bubbles drinking another one should remove it or just do something.


Title: Re: Version 0.5.2.1 of Potion mod.
Post by: Delver on January 03, 2010, 08:14:19 AM

I think the bottom line is: I have made my mind, and I really like the color based dispelling  ::)

I'll still voice my opinion about it in a vain hope that you might change it  ;D
I guess that the main gripes that I have with color based dispelling are(at least I think they are I'm not really sure as I haven't spent enough long hours evaluating my opinion about it to say that this is my opinion no matter how I look at it and won't change it after more thinking.) that it's guaranteed to work without knowing anything about the random effect of the curing potion and regardless of what the bad effect is when color has no other effect + it doesn't really support having more than 3 colors very well.

I might like it more if different colors of potions would have different effects maybe with "main" effects for all of them with some variation based on color or anything that makes the color matter for other things than curing from a long lasting bad effect.

If you can't stack bubbles drinking another one should remove it or just do something.

Would it make more sense, if the canceling order was random to, say opposite of the potion mixing. That way you need to mix at least one potion to know the canceling sequence. Or just get lucky  :)

There would then be to passable orders:
red>black>green>red
red>green>black>red
the mixing order would then be the opposite of the dispelling order.

Main effects by color, don't really know what they should be. But could turn out nice (the color is "already" effecting dispelling and mixing).

The reason for the 3 effect present in any one play thought, is that Spelunky is "only" 16 lvl long... the player don't have the time to familiarize himself with a whole host of potions... (I might make a Random-random potion in shops thought(can have any effect in the game))

I'm getting ahead of myself, so many thing to do before I can begin implementing this  :'(

ps. If anyone would like to see a roguelike with similar mechanics (almost) look into Toejam and Earl: http://en.wikipedia.org/wiki/ToeJam_&_Earl it's pretty old.            



    



Title: Re: Version 0.5.2.3 of Potion mod.
Post by: Enrymion on January 03, 2010, 02:47:51 PM
By main effects I meant that all potions should have same kinds of possible effects  like damage, status effect, health and good effect. And then small details depending on colour like green potion's status effect might be confusion and black ones blindness and red ones lust but of course it'd work other way around a bit more naturally if less balanced with black causing mostly status effects good or bad but not doing any healing and so on.

I'm actually starting to like the idea of color based effect cancelling. At least I want to try it before I decide that I don't like it ;D

You could make the amount of potions area based with first area having three and all areas after that adding one new potion.

Also I could have sworn I posted this already but I don't see it ??? There are at least 3 ways to die with bubble on: from teleporting badly, health reducing potion and man-eating plant. And the new confuse is much nicer but it shouldn't "reset" if drunk again... Bubble still doesn't protect cavemen I give it to :'(


Title: Re: Version 0.5.2.3 of Potion mod.
Post by: kirbmasta on January 03, 2010, 03:15:58 PM
now that we have 4 possible outcomes, i think we need a 4th potion color...i dont like when i suddenly dont have any health potions in the run


Title: Re: Version 0.5.2.3 of Potion mod.
Post by: gummybears123 on January 03, 2010, 03:20:43 PM
Suggestion potions

Potion that makes you slow
Potion that makes you faster
Potion that stuns you for a while
Potion that improves your eyesight (Works like spectacles for 1 level)
Potion that makes your legs stronger (Works like spring boots for 1 level)
Potion that makes your arms stonger (Works like pitcher's mitt for 1 level)


And the colors are red, black, and green...


So blue, orange, purple, yellow, white are alll good...


Title: Re: Version 0.5.2.3 of Potion mod.
Post by: Kegluneq on January 03, 2010, 04:29:55 PM
And dark, light, and clear variations of all of those colors.


Title: Re: Version 0.5.2.3 of Potion mod.
Post by: kirbmasta on January 03, 2010, 04:35:04 PM
too many colors is bad...if you keep getting different potions, you have to test them all


Title: Re: Version 0.5.2.3 of Potion mod.
Post by: Kegluneq on January 03, 2010, 04:35:48 PM
True, I think Spelunky would have to be longer to allow more potion variations.


Title: Re: Version 0.5.2.3 of Potion mod.
Post by: Delver on January 03, 2010, 06:48:43 PM
Got the poison potion working, all potions effects are now pretty much as I wanted them to be.

also solved some bugs with dizzyness

the next Version will take some time (I know sad  ;)) since I'm getting back to collage as of today...

I hope to get the next potion in (potion of love) in the next version, then a mixing system, and potion shops (and hopefully implementing Shop identification of potions) and of course better monster reactions to potions (it's needed) :)


anyway, download and have a look (fixed stupid poison bug, and add a little poison animation):
http://www.mediafire.com/?gvmnokzjrgy
  


Title: Re: Version 0.5.3.1 of Potion mod.
Post by: Darkness3313 on January 04, 2010, 02:59:06 PM
I think you should take a page from Nethack and give the Potions weird Scrambled names like YTUGHJ or something so if you take it to the shopkeeper he can give you the name of the potion and its effect. If this is possible of course.


Title: Re: Version 0.5.3.1 of Potion mod.
Post by: Audioworm on January 04, 2010, 03:17:28 PM
I think you should take a page from Nethack and give the Potions weird Scrambled names like YTUGHJ or something so if you take it to the shopkeeper he can give you the name of the potion and its effect. If this is possible of course.

Yeah, it should have scrambled names and shopkeepers should be able to identify them for a fee.
Also, I have suggestions for more potions -

Hallucination potion - Makes you hallucinate there are tiles where there aren't any

Agility potion - Gives you the affect of the climbing gloves for one level

Strength potion - Lets you kill all enemies in one hit(except minibosses)

Wealth potion - Makes diamonds and/or other very valuable stuff appear around you


Title: Re: Version 0.5.3.1 of Potion mod.
Post by: gummybears123 on January 04, 2010, 03:21:33 PM
I like all 4... in addition to my suggestions of course ;D


Title: Re: Version 0.5.3.1 of Potion mod.
Post by: marsgreekgod on January 04, 2010, 03:23:31 PM

Strength potion - Lets you kill all enemies in one hit(except minibosses)

I think all enemies that are not minibosses, have 1 health...


Title: Re: Version 0.5.3.1 of Potion mod.
Post by: gummybears123 on January 04, 2010, 03:25:03 PM
Plants, cavemen, cultists, shopkeepers... etc


Title: Re: Version 0.5.3.1 of Potion mod.
Post by: marsgreekgod on January 04, 2010, 03:25:49 PM
Plants, cavemen, cultists, shopkeepers... etc
right. duh. my bad. (are shopkeepers midibosses?)


Title: Re: Version 0.5.4 of Potion mod.
Post by: Delver on January 04, 2010, 05:16:29 PM
I think you should take a page from Nethack and give the Potions weird Scrambled names like YTUGHJ or something so if you take it to the shopkeeper he can give you the name of the potion and its effect. If this is possible of course.

Yeah, it should have scrambled names and shopkeepers should be able to identify them for a fee.
Also, I have suggestions for more potions -

Hallucination potion - Makes you hallucinate there are tiles where there aren't any

Agility potion - Gives you the affect of the climbing gloves for one level

Strength potion - Lets you kill all enemies in one hit(except minibosses)

Wealth potion - Makes diamonds and/or other very valuable stuff appear around you

The Strength potion doesn't sound half bad  ;)

Anyway time for Version 0.5.4  ::)

Main feature can be seen here: http://www.youtube.com/watch?v=ZOU8GIRUd_g

Play nicely  8)

http://www.mediafire.com/?lnoynmw5gz5 
 


Title: Re: Version 0.5.4 of Potion mod.
Post by: Sudonimus on January 04, 2010, 06:23:55 PM
I have a feeling people are gonna
find a few bugs.

So, just wait until all the complaints are met
and the bugs fixed, then release what will
hopefully be the least bugged, most wholesome
version.

JUst for the future, that is.


Title: Re: Version 0.5.4 of Potion mod.
Post by: gummybears123 on January 04, 2010, 07:34:38 PM
Rick Astley? That one's old...


Title: Re: Version 0.5.4 of Potion mod.
Post by: Audioworm on January 04, 2010, 08:54:03 PM

Main feature can be seen here: http://www.youtube.com/watch?v=ZOU8GIRUd_g
How dare you rickroll me! *gets out scepter and aims at Delver*
Wait, then he won't be able to make more potion mods.
*puts scepter away*


Title: Re: Version 0.5.4 of Potion mod.
Post by: ipwnu1337 on January 04, 2010, 09:01:24 PM
Nice try rickrolling, but I've memorized the youtube link.  It's happened so many times.

Idea:  Make scrolls.  Like the scroll of punishment.  That would be awesome, being able to get a ball & chain from a chest.
Make the scroll labels something like TASTY OR LLELDDM like in nethack, instead of the potions.  When scrolls are used, they disappear.  There is no real way to test scrolls safely, since only you can read them.  However, if you drop them on an altar along with a dead body, it will tell you what the scroll is.


Title: Re: Version 0.5.4 of Potion mod.
Post by: gummybears123 on January 04, 2010, 09:02:49 PM
*takes whip out and slaps Delver*


You memorized the link? ???


Title: Re: Version 0.5.4 of Potion mod.
Post by: Enrymion on January 04, 2010, 11:12:24 PM

You memorized the link? ???
I believe he means the ZOU8GIRUd_g part.


Potions should be harder if not impossible to break. I accidentally whip them way too often >:(  :'(
""I don't know why I am here" she says" would be better than "I don't know where I am" and make it more clear that it's not spelunky thinking that(It is her saying that right?). Making her appear next to door(like flare crates) would help with noticing her before or while reading the text instead of after. Another thing is that there aren't really any other cases where someone actually speaks so you could make it somehow different from feelings but just adding she says to it might be enough. Also the I'm your first thing is also a bit confusing as I thought it was her speaking again instead of spelunky(Also it doesn't suit my image of what he would say but that doesn't really matter :D).
   Also damsel should get more valuable as a sacrifice with love potion. Maybe each level gone through increasing it a bit or just a constant little higher value.

Later areas really should have more potions as I've usually discovered most effects before jungle.

How about making spectacles able to identify potions by adding a little symbol representing it's effect to potion or above it alternatively(without needing spectacles) you could add a simple list of potions to the HUD where effects will be shown once discovered.

You could add potion related things to the stats.txt

P.S. At one point I was planning on making a mod where every area would have only one unique damsel with different look and "abilities" from the other 3 that you could take with you like with the love potion and when changing area you would be able to choose whether to take her with you and end up with more than one to take care or leave her to avoid all kinds of problems her death or other things could cause. Also to make it a bit more bearable I planned to add a ability to use a rope(that would break if player took damage) to tie one to your back. But as I have no pro I probably won't make it at least until someone ports spelunky to some other language or something.


Title: Re: Version 0.5.4 of Potion mod.
Post by: Delver on January 05, 2010, 03:15:04 AM
Rick Astley? That one's old...

yeah... but it fits the theme of the update so nicely  :)

Nice try rickrolling, but I've memorized the youtube link.  It's happened so many times.

Idea:  Make scrolls.  Like the scroll of punishment.  That would be awesome, being able to get a ball & chain from a chest.
Make the scroll labels something like TASTY OR LLELDDM like in nethack, instead of the potions.  When scrolls are used, they disappear.  There is no real way to test scrolls safely, since only you can read them.  However, if you drop them on an altar along with a dead body, it will tell you what the scroll is.

I like the idea with scroll (all effects in the world fits on a scroll  ;D). But should they have different sprites like the potions, or only a Name (showed when picking it up)?

Potions should be harder if not impossible to break. I accidentally whip them way too often >:(  :'(

I will, it's way more annoying... then it should be(would making them break on a longfall be better with and without the spelunker).

""I don't know why I am here" she says" would be better than "I don't know where I am" and make it more clear that it's not spelunky thinking that(It is her saying that right?). Making her appear next to door(like flare crates) would help with noticing her before or while reading the text instead of after. Another thing is that there aren't really any other cases where someone actually speaks so you could make it somehow different from feelings but just adding she says to it might be enough.

The shopkeeper speaks!  :) Another color might do it.

I had some problem with walls when she was beside the entrance, but if the flare crate can do it... so should the damsel - she would turn up inside a wall, a little bloody spark ;)     

   Also damsel should get more valuable as a sacrifice with love potion. Maybe each level gone through increasing it a bit or just a constant little higher value.

properly not if it's just the spelunker drinking, but when the truelove effect is in effect... it would only be fitting.

Later areas really should have more potions as I've usually discovered most effects before jungle.

When the mixing system is in place. I will make chests more rare again, and when the identification, and the potion shops...

But the idea of adding pr. world is growing on me fast. There  is so many cool effects left out right now  :(     


Title: Re: Version 0.5.4 of Potion mod.
Post by: Arucard on January 05, 2010, 04:06:08 AM
There does seem to be a particularly high chance of finding the potions, or are they always there? Anyway i saw a very strange bug and am not sure if it is just a weird tile problem or what, but it was while I was playing this so I figure I would show it here. Just as I died  :-[, saw a kissing booth on the bottom level of the ice area, it was not a psychic presence level, but the booth had alien ship tiles, and was filled with ice!?!


Title: Re: Version 0.5.4 of Potion mod.
Post by: Delver on January 05, 2010, 05:05:30 AM
What have I done!  :o

Was you under the effect of the love potion?

Was there a damsel at the entrance, or had you killed a damsel after giving her a love potion?

I changed the level generation code for when the damsel was generated at level start, and when the truelove damsel was died. So if it's my mod doing, that's the course of it...

Edit:
yeah it's my handy work  :-[

 


Title: Re: Version 0.5.4 of Potion mod.
Post by: grieck on January 05, 2010, 05:36:43 AM
But that's not a kissing booth, buut an equipment shop.


Title: Re: Version 0.5.4 of Potion mod.
Post by: Arucard on January 05, 2010, 11:35:31 AM
But that's not a kissing booth, buut an equipment shop.
Sorry, I could have swore I saw a lips sign, but I was plummeting to my death at the time.
Anyway, I had not been under any potions influence, though I had taken the love potion one in two levels prior. (not right before this level)
And yes, I had killed a damsel who was created from that potion a while back.


Title: Re: Version 0.5.4 of Potion mod.
Post by: Delver on January 05, 2010, 11:56:20 AM
This should fix it (v.0.5.4.1):
http://www.mediafire.com/?mylrz0gyzny

Also changed it so the damsel spawns beside the entrance, and added some detail to the truelove effect  :) 


Title: Re: Version 0.5.4 of Potion mod.
Post by: gummybears123 on January 05, 2010, 08:56:52 PM
Instead of posting a new version everyday, why don't you fix all the bugs and post it like every week?


Title: Re: Version 0.5.4 of Potion mod.
Post by: ipwnu1337 on January 05, 2010, 08:58:12 PM
Because we're all dying for new versions?


Title: Re: Version 0.5.4 of Potion mod.
Post by: marsgreekgod on January 05, 2010, 10:28:45 PM
becuse it's cooler that way and we find bugs faster.


Title: Re: Version 0.5.4 of Potion mod.
Post by: Enrymion on January 05, 2010, 11:24:28 PM
And what bugs?  ??? Are there any bugs that anyone knows of? (There is the case of most visual effects stacking but no one has even bothered to say that and then some other purely visual bugs like whipping damsel causing her to say dozen of things for an instant.)

But 0.5.4(.0) comes after 0.5.4.1 so I launched it accidently  :(


Title: Re: Version 0.5.4 of Potion mod.
Post by: gummybears123 on January 06, 2010, 02:56:59 PM
Anyway, we all appreciate you doing this Delver.... making new versions everyday ;D


Title: Re: Version 0.5.4 of Potion mod.
Post by: marsgreekgod on January 06, 2010, 03:02:13 PM
I had stoped seeing the new verson and now I have no clue what all the potions do!


Title: Re: Version 0.5.4 of Potion mod.
Post by: gummybears123 on January 06, 2010, 03:04:11 PM
Me neither, I just drink all the potions and hope I don't die


Title: Re: Version 0.5.4 of Potion mod.
Post by: marsgreekgod on January 06, 2010, 03:07:28 PM
Is there a list of effects that do exist?


Title: Re: Version 0.5.4 of Potion mod.
Post by: gummybears123 on January 06, 2010, 03:13:34 PM
Don't think so... ask Delver


Title: Re: Version 0.5.4 of Potion mod.
Post by: Darkness3313 on January 06, 2010, 04:29:33 PM
Hey Delver, You know how you said that you can only replace items in the level editor? I found where you add them to it.

In the oLevelEditor The Create Event has the codes for what can be used in editor and what cannot. The only problem is, I can't figure HOW to do so.


Title: Re: Version 0.5.4 of Potion mod.
Post by: marsgreekgod on January 06, 2010, 04:31:13 PM
That should make me able to add items. I do know there is a hard coded cap to how many items are in the list and you need to change that.


Title: Re: Version 0.5.4 of Potion mod.
Post by: Delver on January 06, 2010, 05:01:09 PM
Is there a list of effects that do exist?

There are 5 effects total, 3 in any one giving game.

Bobble Potion:
Gives a protective bobble cancels a single "attack", even instant death like spikes... but not crushing like smash traps.

Potion og health:
+1 life pure and simple

Potion of love:
makes the damsels spawn on the next level... when feeded to a damsel; makes the damsel spawn on every level until death... then no more damsels ever.

Dizzy potion:
Reverses your controls (right - left or jump - whip), cancels by stunning or by taking another dizzy potion

Poison potion:
- 1 life when taking, and - 1 life every 30 seconds for 2 minutes (- 5 life total)

Hey Delver, You know how you said that you can only replace items in the level editor? I found where you add them to it.

In the oLevelEditor The Create Event has the codes for what can be used in editor and what cannot. The only problem is, I can't figure HOW to do so.

sound good, will take a look as soon a get the source code in front of me  ;D

Edit: thanks for that - the editor is now completely editable  ::)


Title: Re: Version 0.5.4 of Potion mod.
Post by: marsgreekgod on January 06, 2010, 08:48:08 PM
thank you!


Title: Re: Version 0.5.4 of Potion mod.
Post by: gummybears123 on January 06, 2010, 08:54:22 PM
Thank you very much Delver, O kind one


Title: Re: Version 0.5.5 of Potion mod.
Post by: Delver on January 08, 2010, 01:13:41 PM
Time for version 0.5.5 of potion mod.

The potions of the Spelunky potion mod has become so popular in the shifting cave, that the shopkeepers in there infinite wisdom; has decided to start a new chain which only sales potion. But beware the shopkeepers salvaging of potions have made them even rare in the shifting cave!

Potion mod version 0.5.5, download here!  ;)
http://www.mediafire.com/?zkjzvogwwjj

Sadly haven't found a way to implement shopkeeper identification of potions yet, hopefully in the next version  :'( 


Title: Re: Version 0.5.5 of Potion mod.
Post by: gummybears123 on January 08, 2010, 02:43:21 PM
Yay! potions in shops!!!


Title: Re: Version 0.5.5 of Potion mod.
Post by: grieck on January 08, 2010, 04:54:59 PM
I can not tell I lie.

After I chopped down the accursed cherry tree I decided to wait until much later versions to download any of these updates.


Title: Re: Version 0.5.5 of Potion mod.
Post by: Delver on January 08, 2010, 05:10:12 PM
I can not tell I lie.

After I chopped down the accursed cherry tree I decided to wait until much later versions to download any of these updates.

glennrieck, that you should not be afraid to tell the truth is more to me than a thousand cherry trees! Yes - though they were blossomed with silver and had leaves of the purest gold!

may I ask - what could make you download every of these updated version?


Title: Re: Version 0.5.5 of Potion mod.
Post by: gummybears123 on January 08, 2010, 05:36:35 PM
I can't find any potions in shops...


Title: Re: Version 0.5.5 of Potion mod.
Post by: Delver on January 08, 2010, 06:10:09 PM
I can't find any potions in shops...

each time there is a shop present in a level, there is a 1/8 chance of it being a potionshop, but there is also a "fair" chance of a potion in the general store.

just to assure you  :) 


Title: Re: Version 0.5.5 of Potion mod.
Post by: grieck on January 08, 2010, 06:46:36 PM
not much could, each day or so something new is added, so i might as well wait until it reaches completion (or till the updates are few and far, then i'd have little choice)


Title: Re: Version 0.5.5 of Potion mod.
Post by: gummybears123 on January 08, 2010, 07:32:41 PM
If you have the time to go on Mossmouth, just download it ???

And I found a potion shop!


Title: Re: Version 0.5.5 of Potion mod.
Post by: marsgreekgod on January 08, 2010, 11:31:00 PM
I played 5 times to temple... no potions.


Title: Re: Version 0.5.4 of Potion mod.
Post by: Audioworm on January 26, 2010, 06:44:33 PM
and added some detail to the truelove effect

Please explain what that does.


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: gummybears123 on January 27, 2010, 07:31:22 AM
Potion shops are the best


Title: Re: Version 0.5.4 of Potion mod.
Post by: Audioworm on January 29, 2010, 02:45:23 PM
and added some detail to the truelove effect

Please explain what that does.


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: Sudonimus on January 29, 2010, 02:59:28 PM
This is a great mod!

sorry, I missed out b/c for some reason the potions wouldn't spawn when I played but now they do for some OTHER reason!


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: Audioworm on January 29, 2010, 03:03:26 PM
Seriously, Delver, explain what the "true love effect" does.


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: Kirby on January 29, 2010, 03:05:02 PM
It causes a damsel to appear next to the entrance of the next level.
Or if you use it on a damsel that will happen for the rest of the game until she dies, then no more damsels.
He said it earlier. I recommend reading the whole thread.

some newbies...


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: gummybears123 on January 29, 2010, 03:19:25 PM
Hey that sounds familiar! ;D

Anyway, I love these mods


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: Audioworm on January 29, 2010, 03:39:25 PM
Oh, cool, thanks.


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: Delver on January 30, 2010, 10:27:16 AM
alright exams are finally over, so hopefully I will be able to get that version number growing again  ;)

believe it's time to add some alchemy to the potionmod, I mean not much fun in having mysterious  liquids if you can't mix em (at least that I leaned from chemistry)  :)

It's going to work something like this:

when you drink a potion there will be a little bit left in the bottle, so if you drink a red potion, you will have a almost empty bottle with a little bit of red liquid left.

this little bit can then be used to change the color of another potion, if you the almost empty red potion, and find a full blue potion you can fill the rest of the red potion into the blue potion to get a green potion. if you fund a green potion you could change it into blue potion. mixing red and red would just give red.

if you mix two almost empty bottles (thats not of the same color) you get a purple potion. a purple potion can cure any ill effect (including poison). if you are not under any ill effect when drinking it; you will be affected with a random affect, this can be any of the current 5 effects.
       

Please comment, as nothing of this has been coded in yet everything is changeable, so if you have a great idea or some insight to share (about alchemy effects) now is the perfect time  :P


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: marsgreekgod on January 30, 2010, 11:04:39 AM
That is going to be quite... interesting.

Good luck with that!


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: Kirby on January 30, 2010, 11:56:53 AM
The alchemy shouldn't just make it another potion, it should make it a mix of effects!


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: gummybears123 on January 30, 2010, 12:22:40 PM
I second that


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: marsgreekgod on January 30, 2010, 12:42:44 PM
I don't think it should make a mix of the effects, that wouldn't make sense, it should make a new potion that has almost nothing to do with both of them.


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: gummybears123 on January 30, 2010, 12:48:43 PM
I don't think it should make a mix of the effects, that wouldn't make sense, it should make a new potion that has almost nothing to do with both of them.
I change my mind, I second this.

How about you can MAKE a NEW potion from SCRATCH by collecting stuff like skulls and blood from certain creatures?


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: Delver on January 30, 2010, 12:49:36 PM
The alchemy shouldn't just make it another potion, it should make it a mix of effects!


not sure I fellow this, if we say you have health potion which you drink, and therefor have a little residue left in the bottle... then you find a unknown potion (lets say it's confusion), you mix the the health potion residue with the unknown potion, and gets a orange potion, that you drink; getting 1 life and confusion

this lets you get an effect twice, if you carry the empty bottle around.

should it work like that?   


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: marsgreekgod on January 30, 2010, 12:53:29 PM
The alchemy shouldn't just make it another potion, it should make it a mix of effects!


not sure I fellow this, if we say you have health potion which you drink, and therefor have a little residue left in the bottle... then you find a unknown potion (lets say it's confusion), you mix the the health potion residue with the unknown potion, and gets a orange potion, that you drink; getting 1 life and confusion

this lets you get an effect twice, if you carry the empty bottle around.

should it work like that?   
Thats what he is saying, but I don't like the idea.


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: MagiMaster on January 30, 2010, 03:53:02 PM
I would second the idea that the mixes shouldn't be directly related to either of the original effects. In fact, I'd suggest having some effects that could only be achieved by mixing.


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: gummybears123 on January 30, 2010, 08:43:53 PM
I don't think it should make a mix of the effects, that wouldn't make sense, it should make a new potion that has almost nothing to do with both of them.
I change my mind, I second this.

How about you can MAKE a NEW potion from SCRATCH by collecting stuff like skulls and blood from certain creatures?

How about my second suggestion?


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: marsgreekgod on January 30, 2010, 09:33:32 PM
Meh. It would be a lot of work and how much stuff could you collect? i don't like it.


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: gummybears123 on January 30, 2010, 09:55:52 PM
-Blood from ALL creatures
-Water
-Lava (Dropping it in and picking it back up)
-Skulls
-Pots
-Flares
-Rubble
-Dripping water from ICE


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: marsgreekgod on January 30, 2010, 10:40:24 PM
pots? skulls? FLARES?

but other wise good points, but the idea should wait for a while.


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: gummybears123 on January 31, 2010, 08:34:40 AM
Whats wrong with skulls and flares?



Title: Re: Version 0.5.5.1 of Potion mod.
Post by: marsgreekgod on January 31, 2010, 11:30:32 AM
they don't make any sense?

how would you get them in the bottle to mix them?


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: gummybears123 on January 31, 2010, 03:18:38 PM
Walk past them? Drop them in after you put the vial down?


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: marsgreekgod on January 31, 2010, 03:56:04 PM
I don't mean in game, i mean logic wise that doesn't make sense!


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: gummybears123 on January 31, 2010, 04:15:59 PM
You've never used skulls in your potions?  What level are you?  Man!

Anyway, a lot of things don't make sense....


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: Sexy Penguin on January 31, 2010, 06:18:13 PM
-Blood from ALL creatures
-Water
-Lava (Dropping it in and picking it back up)
-Skulls
-Pots
-Flares
-Rubble
-Dripping water from ICE
What about the webs?


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: marsgreekgod on January 31, 2010, 06:25:13 PM
-Blood from ALL creatures
-Water
-Lava (Dropping it in and picking it back up)
-Skulls
-Pots
-Flares
-Rubble
-Dripping water from ICE
What about the webs?
webs make more sense then skulls or flares at least


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: gummybears123 on January 31, 2010, 07:57:41 PM
I still like skulls and flares but I agree that webs are good


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: Delver on February 01, 2010, 07:06:08 AM
I'm not so keen on the idea, first mixing skulls and webs and stones(?) would make for far more combinations then I can make effect for, and having them all give the same result is a no go :(

I don't think people would discover it on there own, (if anyone have tried filling the empty bottles with flares or rocks - please make your voice heard), and I really don't want people to need a guide (since people don't look at guides) - it's more interesting making things so people can figure it out without help.

maybe if I put in the mushroom sprites for mixing...

If I have mushroom spawn (just an Item like a rock) over the map. In 3 colors, if you have an empty bottle, you can fill it with mushrooms. two slots in a bottle, so two red mushrooms, will give you a red potion, and a red and blue mushroom gives a green potion.

better worse?        


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: gummybears123 on February 01, 2010, 03:43:50 PM
Better ;D


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: marsgreekgod on February 01, 2010, 03:45:21 PM
It would work well, I think


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: gummybears123 on February 01, 2010, 03:57:13 PM
The mushrooms themselves do nothing right?


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: Delver on February 01, 2010, 04:58:32 PM
The mushrooms themselves do nothing right?

Not at first at least, hope to have a new version ready at this time tomorrow then (been far to long if you ask me ^^)


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: gummybears123 on February 01, 2010, 07:21:51 PM
I was about to ask why you don't combine with the mushroom mod until I realized that would be very hard....

Anyway, are you using the mushroom sprites already there?


Title: Re: Version 0.5.5.1 of Potion mod.
Post by: marsgreekgod on February 01, 2010, 09:10:16 PM
thats why he suggested the idea


Title: Re: Version 0.6.0 of Potion mod.
Post by: Delver on February 02, 2010, 12:38:57 PM
So it's done Version 0.6.0 alchemy edition

ps. never drink something you haven't mixed yourself  ;)

download:
http://www.mediafire.com/?zywyzxjoafz


Title: Re: Version 0.6.0 of Potion mod.
Post by: gummybears123 on February 03, 2010, 03:27:54 PM
Wait, why? Is that just a saying?  And its great!


Title: Re: Version 0.6.0 of Potion mod.
Post by: Audioworm on February 21, 2010, 05:50:10 PM
*Bump*

Also this mod is pretty cool.


Title: Re: Version 0.6.0 of Potion mod.
Post by: gummybears123 on February 23, 2010, 10:27:28 PM
When is this being updated again?


Title: Re: Version 0.6.0 of Potion mod.
Post by: DungeonPheonix on February 24, 2010, 06:11:42 PM
I got this error (http://mossmouth.com/forums/index.php?topic=553.msg12036#msg12036), or one close to it, after taking a damsel to the exit while she was dizzy.


Title: Re: Version 0.6.0 of Potion mod.
Post by: mcfrei on March 04, 2010, 09:06:31 AM
first of all, this mod is very cool

second, haven't you thought about combining this with a nice first 4 levels mod "More Spelunky"? It's mostly focused on the alternate rooms of first episode.

third, the bugs:

1) the plague potion is much faster on the damsel (and other creatures) then on spelunker

2) if you open a chest with potion while holding it and standing in the end of corridor, the potion gets stuck in the wall. You can take it from there sometimes, but still it's ugly.

3) the potion breaks from falling but not breaks when bomb explodes or when a boulder runs over it. That's unexpected.

4) is there a way to empty the bottle without applying it on someone?

5) if you drink multiple fall-proof potions, there are multiple fall-proof animations over spelunker, but at the next level there is only one

6) the potions and mushrooms doesnt show themselves in between levels stage, while other objects show.

7) Effects sprites are not really good. I'll try to draw new ones later.

8) Is there a potion that cures disease?

Thanks for your attention. Please use numbers to indicate the discussion topic.


Title: Re: Version 0.6.0 of Potion mod.
Post by: Audioworm on January 29, 2011, 05:37:15 PM
Sorry for bump, but I feel people should know about this mod.