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Games => Source => Topic started by: Kitoari on December 31, 2009, 06:10:30 PM



Title: SpelunKi
Post by: Kitoari on December 31, 2009, 06:10:30 PM
Before we begin, I propose YASM (Yet Another Spelunky Mod), to keep with the roguelike Yet Another Terms.

Well, as soon as I get the full version of GM8, (likely tonight) work on SpelunKi will begin. Some ideas I've been throwing around:
- BUC statuses for items.
- Golden chests which procure Artifact equipment, which is always blessed.
- A priest who can uncurse/identify an item, for a price.
- PCG story, similar in a way to the poetry at the beginning.
Example: <Enemy> has taken the <noun> and escaped to the Ruins of <adjective>!
- Bombrope! It's a bomb attached to a rope! How does it stay on the rope? No clue.
- Harder enemy varieties to make up for the new tools at the player's disposal.
- Some sort of magic system, perhaps powerful spells at the cost of health. Really, really powerful spells, considering this is health we're talking about.
- Alternate endings.
- New, devious, and wonderful secrets to discover!
There's one more idea I've been throwing around. I've been enjoying Half-Minute Hero lately, and I was considering a "Spelunker 30" type thing. Instead of leveling up, for instance, monsters would just drop gold for items or something.

Comments, ideas, and more are highly appreciated. I'll likely do BUC and Artifact equipment first.


Title: Re: SpelunKi
Post by: marsgreekgod on December 31, 2009, 06:29:47 PM
This is quite interesting.I would help you if you run into any problems and look foreword to this. Let me know if you need any help.


Title: Re: SpelunKi
Post by: Sudonimus on December 31, 2009, 06:55:18 PM
You can't just use Lite for this?
Like you said,
Pro gives only extras, not necessities.
Like "gradient".


Title: Re: SpelunKi
Post by: marsgreekgod on December 31, 2009, 06:59:33 PM
SPEULNKY USES PRO STUFF! YOU CAN'T EDIT IT WITH LITE WE TOLD YOU THIS MANY TIMES! STOP IT!

and they are "necessities" for editing spelunky


Title: Re: SpelunKi
Post by: Sudonimus on December 31, 2009, 07:05:43 PM
I edited Spelunky with Lite.

I just can't test with Lite.

Marsgreekgod, take a chill pill.


Title: Re: SpelunKi
Post by: marsgreekgod on December 31, 2009, 07:07:22 PM
yes. thats why he can't use lite. you also can't make an exe. we covered this.

I am just tired of that. I edited in lite as well, and when I get pro, I can fully test evil game. now stupid worrying about that and talk about kitoari's project.


Title: Re: SpelunKi
Post by: Kitoari on December 31, 2009, 07:10:25 PM
Sudonimus, why do all your posts look like weirdly formatted poetry?

Anyways, currently purchasing pro. I was going to do it anyways, so eh.


Title: Re: SpelunKi
Post by: Sudonimus on December 31, 2009, 07:11:57 PM
They look like poetry because maybe I'm special.

Dr.Seuss is not a poet. He raps.


Title: Re: SpelunKi
Post by: Kitoari on December 31, 2009, 07:20:21 PM
Purchased! marsgreekgod, if you send me your modifications I will compile it for you. Currently investigating: Chest drop tables.



Title: Re: SpelunKi
Post by: marsgreekgod on December 31, 2009, 07:27:35 PM
Thank you for helping me test my mod so far. you are most kind.

scrTreasureGen may be what you are looking for. but you most likely already know that


Title: Re: SpelunKi
Post by: Sudonimus on December 31, 2009, 07:32:52 PM
So, anyone got 20 bucks?


Title: Re: SpelunKi
Post by: marsgreekgod on December 31, 2009, 07:35:23 PM
This is off topic and no one is going to pay you 25$ bucks the way you are acting.


Title: Re: SpelunKi
Post by: Sudonimus on December 31, 2009, 07:41:38 PM
The way I'm acting?
Okay, MOM, I'll try being a good boy.
And then maybe I'll get some money.


Title: Re: SpelunKi
Post by: marsgreekgod on December 31, 2009, 07:42:56 PM
Yeah. no. and stop spamming this topic. your running this topic. make your own topic for begging.


Title: Re: SpelunKi
Post by: Sudonimus on December 31, 2009, 07:45:09 PM
All right, all right then,
go on with SpelunKi.

(Jeez.)


Title: Re: SpelunKi
Post by: Kitoari on December 31, 2009, 09:15:03 PM
Alright. I've added the Artifact/Gold Chest (oArtChest) and the Blessed Shotgun (oBlessShotgun). I've got my general formula idea down; Blessed items are 1/3 more effective than normal whereas cursed items have 1/2 the normal "power", or are just broken. For example, Cursed Spectacles will always give you wrong readings. One time items like the Udjat Eye are never cursed, for reference, though I may change my mind if I decide to be really evil.

I am also implementing the ability to drop items. Cursed items, however, are undroppable unless they are uncursed or holy water is used, which destroys them instead.

Currently working on: BUC items and Artifact name generator.

Edit: Oh, and one other thing! Most items have a 1/40 chance of being blessed and a 1/25 chance of being cursed.


Title: Re: SpelunKi
Post by: gummybears123 on December 31, 2009, 09:27:56 PM
They look like poetry because maybe I'm special.

Dr.Seuss is not a poet. He raps.

Sudonimus, are you feeling okay?


Title: Re: SpelunKi
Post by: marsgreekgod on December 31, 2009, 09:30:16 PM
Alright. I've added the Artifact/Gold Chest (oArtChest) and the Blessed Shotgun (oBlessShotgun). I've got my general formula idea down; Blessed items are 1/3 more effective than normal whereas cursed items have 1/2 the normal "power", or are just broken. For example, Cursed Spectacles will always give you wrong readings. One time items like the Udjat Eye are never cursed, for reference, though I may change my mind if I decide to be really evil.

I am also implementing the ability to drop items. Cursed items, however, are undroppable unless they are uncursed or holy water is used, which destroys them instead.

Currently working on: BUC items and Artifact name generator.

Edit: Oh, and one other thing! Most items have a 1/40 chance of being blessed and a 1/25 chance of being cursed.
So does blessed shotgun fire more bullets or?

WARNING SHOPKEEPERS USE NORMAL GUNS.
in other worse they could be blessed or cursed, if you don't want that.


Title: Re: SpelunKi
Post by: Kitoari on December 31, 2009, 10:00:54 PM
Yes, Blessed Shotguns fire 8 bullets instead of 6. Cursed ones fire a measly 3.

I was planning on Shopkeepers having BUC weapons, so it's ok.


Title: Re: SpelunKi
Post by: marsgreekgod on December 31, 2009, 10:04:55 PM
Yes, Blessed Shotguns fire 8 bullets instead of 6. Cursed ones fire a measly 3.

I was planning on Shopkeepers having BUC weapons, so it's ok.
just makeing sure. Well they look the same after you pick them up, or well they change?


Title: Re: SpelunKi
Post by: Kitoari on December 31, 2009, 10:24:07 PM
Yes, Blessed Shotguns fire 8 bullets instead of 6. Cursed ones fire a measly 3.

I was planning on Shopkeepers having BUC weapons, so it's ok.
just makeing sure. Well they look the same after you pick them up, or well they change?
They all look identical; to determine BUC status you'll need to either use an altar, or pay a priest to use his (Or, just know the differences yourself. I won't tell you all of them, though! ;D)

Cursed items are immediately obvious because you can't drop them once they are picked up.


Title: Re: SpelunKi
Post by: marsgreekgod on December 31, 2009, 10:51:46 PM
Yes, Blessed Shotguns fire 8 bullets instead of 6. Cursed ones fire a measly 3.

I was planning on Shopkeepers having BUC weapons, so it's ok.
just makeing sure. Well they look the same after you pick them up, or well they change?
They all look identical; to determine BUC status you'll need to either use an altar, or pay a priest to use his (Or, just know the differences yourself. I won't tell you all of them, though! ;D)

Cursed items are immediately obvious because you can't drop them once they are picked up.
darn I would have fun making evil sprites for them.


Title: Re: SpelunKi
Post by: Kitoari on December 31, 2009, 10:56:38 PM
Well, Crap.

It seems that when the spelunker goes into flip hang, he can rid himself of cursed items. That would've been an embarrassing bug.


Title: Re: SpelunKi
Post by: marsgreekgod on December 31, 2009, 11:01:48 PM
that would of been quite bad! have you made the cursed jetback yet? because I have a good idea.


Title: Re: SpelunKi
Post by: Kitoari on December 31, 2009, 11:02:44 PM
I'm going to do Cursed Weaponry first because that will be less of a pain.

But, do tell.


Title: Re: SpelunKi
Post by: marsgreekgod on December 31, 2009, 11:05:47 PM
well the idea is:
random fuel use, IE lasts a random amount of time it would be the easiest way to do it and be the most evil at the same time.
I can edit this post if you don't wish others to see the idea.


Title: Re: SpelunKi
Post by: Kitoari on December 31, 2009, 11:27:18 PM
well the idea is:
random fuel use, IE lasts a random amount of time it would be the easiest way to do it and be the most evil at the same time.
I can edit this post if you don't wish others to see the idea.

Very evil, very evil indeed.

Currently working on that stupid flip hang bug.


Title: Re: SpelunKi
Post by: marsgreekgod on December 31, 2009, 11:33:22 PM
ah I am not sure how to fix that... OH

don't forgot about sanding near the edge of a cliff.


Title: Re: SpelunKi
Post by: Kegluneq on January 01, 2010, 01:53:03 AM
I think the shotgun's BUC should be based on fire-rate and or knock-back (on yourself) instead of firepower. 3 bullets is still plenty to kill most things.


Title: Re: SpelunKi
Post by: marsgreekgod on January 01, 2010, 02:07:39 AM
I think the shotgun's BUC should be based on fire-rate and or knock-back (on yourself) instead of firepower. 3 bullets is still plenty to kill most things.
I vote for bullet speed going down and 3 bullets that would do it.


Title: Re: SpelunKi
Post by: Kegluneq on January 01, 2010, 12:25:55 PM
In case you weren't sure, fire-rate being how long you have to wait before shooting again.

'Cause even with slow bullets, either they go so slow that it just looks funny, or they go slow, but still fast enough to do it's job.

I don't think bullet speed will really matter that much.


Title: Re: SpelunKi
Post by: gummybears123 on January 01, 2010, 12:27:25 PM
I vote for same bullet speed but only 3 bullets
Fire rate should be longer


Title: Re: SpelunKi
Post by: marsgreekgod on January 01, 2010, 12:28:30 PM
I just posted here?

anyway I was saying the bullets go so slow it's weird. it's cursed. with magic. they can look weird.


Title: Re: SpelunKi
Post by: Kegluneq on January 01, 2010, 12:29:11 PM
I guess...

No one likes the larger kick-back idea?
Pushing you a tile or maybe a tile and a half back everytime you fire could be rather dangerous. Perfect for a cursed item.


Title: Re: SpelunKi
Post by: gummybears123 on January 01, 2010, 12:31:46 PM
I like the kickback idea a bit...


Title: Re: SpelunKi
Post by: marsgreekgod on January 01, 2010, 12:33:48 PM
I guess...

No one likes the larger kick-back idea?
Pushing you a tile or maybe a tile and a half back everytime you fire could be rather dangerous. Perfect for a cursed item.
I do to, but make it randomly more then that even and you  have me 100%


Title: Re: SpelunKi
Post by: Kegluneq on January 01, 2010, 12:35:14 PM
Ooh random kick-back, even better.


Title: Re: SpelunKi
Post by: marsgreekgod on January 01, 2010, 12:36:27 PM
It would be easy to just add a +random(3) to it. so you know, it can throw you 2.34 or 1.32 just nice non-whole numbers to mess you up.


Title: Re: SpelunKi
Post by: gummybears123 on January 01, 2010, 12:37:51 PM
I like this idea ;D


Title: Re: SpelunKi
Post by: marsgreekgod on January 01, 2010, 12:42:28 PM
so what other items can we come up with for cursed versons?

the cursed pistol could miss fire (randomly fire up and down a bit)
the cursed secpter? not sure.
the cursed bow and arrow? arrows could randomly just fall in front of you (makeing bomb arrows a very bad idea)


Title: Re: SpelunKi
Post by: gummybears123 on January 01, 2010, 12:47:10 PM
Cursed scepters could stop working?  Or the bubbles' distance decreases


Title: Re: SpelunKi
Post by: Kitoari on January 01, 2010, 01:09:20 PM
I was actually toying with the idea of increased firing time.  Thanks for the suggestions, everyone!

I already have ideas for Cursed/Blessed Scepters, Bows, and Pistols though. In particular, Cursed Scepters are EVIL.


Title: Re: SpelunKi
Post by: marsgreekgod on January 01, 2010, 01:13:44 PM
I was actually toying with the idea of increased firing time.  Thanks for the suggestions, everyone!

I already have ideas for Cursed/Blessed Scepters, Bows, and Pistols though. In particular, Cursed Scepters are EVIL.
Let me guess they fire at you.


Title: Re: SpelunKi
Post by: Kitoari on January 01, 2010, 01:17:08 PM
I was actually toying with the idea of increased firing time.  Thanks for the suggestions, everyone!

I already have ideas for Cursed/Blessed Scepters, Bows, and Pistols though. In particular, Cursed Scepters are EVIL.
Let me guess they fire at you.
Worse.

oh, and if you know what script/object handles the flip hanging and ledge-dangling, please tell. Cursed Items will not be a respectable threat unless I can fix this.

I'm considering a "hascurseditem" variable and just not letting the item leave you when this is active.


Title: Re: SpelunKi
Post by: Kitoari on January 01, 2010, 02:06:42 PM
Here's a little something I made last night:
http://i49.tinypic.com/3340mrp.png
Bit big to post here.


Title: Re: SpelunKi
Post by: Delver on January 01, 2010, 02:11:05 PM
Here's a little something I made last night:
http://i49.tinypic.com/3340mrp.png
Bit big to post here.

Smart, haven't thought about that... This is going to be a great mod  ;D


Title: Re: SpelunKi
Post by: Arucard on January 01, 2010, 03:49:30 PM
Will cursed items be stuck on you? Maybe you will have to sacrifice or pay the shopkeep to remove them? Nice title too.  :D


Title: Re: SpelunKi
Post by: Kitoari on January 01, 2010, 03:55:29 PM
Will cursed items be stuck on you? Maybe you will have to sacrifice or pay the shopkeep to remove them? Nice title too.  :D
1. Yes. (The item clings to your hand!)
2. Uncursing from sacrifice will be possible. There will be a special shopkeeper type, The Priest, who can uncurse and sometimes bless your items. He will also replace the ankh seller. What does the Priest do when aggravated? Heheh..

On another note:
(http://i45.tinypic.com/ifvlep.png)
Sucess! One bug down, one to go.
(For the curious, the fliphang is in the "characterstepevent) script)


Title: Re: SpelunKi
Post by: Arucard on January 01, 2010, 03:57:43 PM
That sounds cool, I eagerly await the completion of the mods in production, because I can't really make anything myself.  :-\


Title: Re: SpelunKi
Post by: marsgreekgod on January 01, 2010, 04:07:53 PM
Will cursed items be stuck on you? Maybe you will have to sacrifice or pay the shopkeep to remove them? Nice title too.  :D
1. Yes. (The item clings to your hand!)
2. Uncursing from sacrifice will be possible. There will be a special shopkeeper type, The Priest, who can uncurse and sometimes bless your items. He will also replace the ankh seller. What does the Priest do when aggravated? Heheh..

On another note:
(http://i45.tinypic.com/ifvlep.png)
Sucess! One bug down, one to go.
(For the curious, the fliphang is in the "characterstepevent) script)
what about standing near the edge? did that get fixed?


Title: Re: SpelunKi
Post by: Kitoari on January 01, 2010, 04:11:51 PM
No, that's not fixed yet.

Oh, and another bug: cycling through bombs, ropes, or bombropes while holding a cursed item destroys it... urgh.


Title: Re: SpelunKi
Post by: marsgreekgod on January 01, 2010, 04:14:15 PM
answer! turn off cycling when cursed. just make it more evil. heck turn off bombs and ropes all together.


Title: Re: SpelunKi
Post by: Kitoari on January 01, 2010, 04:20:49 PM
answer! turn off cycling when cursed. just make it more evil. heck turn off bombs and ropes all together.
First idea is good and makes sense. The item is stuck to you, so you can't use bombs or ropes precisely. I won't disable them altogether though, that sounds more like something that would be in your mod.

Currently: Implementing hotkey for Bombrope and trying to fix dangle issue.


Title: Re: SpelunKi
Post by: marsgreekgod on January 01, 2010, 04:33:05 PM
answer! turn off cycling when cursed. just make it more evil. heck turn off bombs and ropes all together.
First idea is good and makes sense. The item is stuck to you, so you can't use bombs or ropes precisely. I won't disable them altogether though, that sounds more like something that would be in your mod.

Currently: Implementing hotkey for Bombrope and trying to fix dangle issue.
Thats what I was thinking but I guess having a shotgun wouldn't stop you from one  handing throwing a bomb would it?


Title: Re: SpelunKi
Post by: Kitoari on January 01, 2010, 04:36:35 PM
Yeah, you just wouldn't be very precise.

Implementing a temp fix for the dangle issue. If you're supposed to have a cursed item, but you don't, (ie, through dangling drop) you'll lose 2hp and say you're a bug exploiter.

In theory, this would also help with bug reports.
Gonna do some more cursed/blessed variants now. Also, Cursed Shotguns are now more evil.


Title: Re: SpelunKi
Post by: Kitoari on January 01, 2010, 06:31:07 PM
Blessed and Cursed variants for all weapons except Machete and Teleporter done.

Currently working on those and the priest graphics (and failing miserably at that).


Title: Re: SpelunKi
Post by: Kegluneq on January 01, 2010, 07:37:12 PM
If you need help, just give a holla.

We have a few talented coders/spriters on these forums.


Title: Re: SpelunKi
Post by: Kitoari on January 01, 2010, 08:05:25 PM
That would be great; I can't draw humans to save my life. If anyone is willing to take this, I was thinking of them having the same bodies as shopkeepers, but blander faces (ie they are observing you with no expression, unlike the shopkeeper's giant, cheesy grin).

One last update. I present unto you... THE BOMBROPE!
(http://i48.tinypic.com/rjo9zr.png)
Shown here right before detonation/lowering.


Title: Re: SpelunKi
Post by: Kegluneq on January 01, 2010, 08:11:12 PM
Y'know it'd be much easier if you simply edited the existing shopkeeper sprite instead of making a new one from scratch.


Title: Re: SpelunKi
Post by: Kitoari on January 01, 2010, 08:18:18 PM
Y'know it'd be much easier if you simply edited the existing shopkeeper sprite instead of making a new one from scratch.
I am, I'm just trying to make the face less excited looking, and more calm.


Title: Re: SpelunKi
Post by: marsgreekgod on January 01, 2010, 08:49:12 PM
Cursed Machete: only backswing does damage. front swing HEALS


Title: Re: SpelunKi
Post by: gummybears123 on January 01, 2010, 09:22:14 PM
Oh goody!

Cursed Damsel?  Takes a life from you?


Title: Re: SpelunKi
Post by: Kegluneq on January 01, 2010, 09:55:27 PM
Cursed teleporter: even more randomness in telportation,
Blessed teleporter: much less, if not not at all, randomness.


Title: Re: SpelunKi
Post by: Kitoari on January 01, 2010, 10:00:56 PM
Thank you for ideas everyone!

I'm currently finalizing Blessed Machete and the Teleporter Variants. After that I'll work on collectibles, fix the global.message issues I'm having, and make the Priest and We'll be ready for first beta!

There's some stuff I haven't mentioned in this thread that will make appearances :O.


Title: Re: SpelunKi
Post by: marsgreekgod on January 01, 2010, 10:27:55 PM
Oh interesting. I can wait but don't want to


Title: Re: SpelunKi
Post by: Delver on January 02, 2010, 06:31:22 AM
No, that's not fixed yet.

fund the code for standing near a ledge:
oPlayer1, Step, execute a piece of code (the top one);

// WHOA
if (sprite_index == sWhoaLeft or sprite_index == sDamselWhoaL or sprite_index == sTunnelWhoaL)
{
    if (whoaTimer > 0) whoaTimer -= 1;
     else if (holdItem)
    {
        holdItem.held = false;
        if (facing == LEFT) holdItem.xVel = -2;
        else holdItem.xVel = 2;
        if (holdItem.type == "Damsel") playSound(global.sndDamsel);
        if (holdItem.type == "Bow" and bowArmed)
        {
            scrFireBow();
        }
        if (holdItem.type == pickupItemType)
        {
            holdItem = 0;
            pickupItemType = "";
        }
        else scrHoldItem(pickupItemType);
    }
  
}

shouldn't be hard to edit  ;D


Title: Re: SpelunKi
Post by: Kitoari on January 02, 2010, 11:58:50 AM
Oh, great! Now I won't have to use the tempfix I mentioned earlier.


Title: Re: SpelunKi
Post by: Enrymion on January 02, 2010, 03:25:22 PM
How will identifying a item inform the player? will it just say this item is blessed/cursed and has this and that effect this time or will it give the item some visual effect like yellow/purple outline?

Since determining if item is cursed or not isn't that hard you could add a text saying your feeling about the item when picked up.

I quite liked the idea of losing health in exchange for freedom. Maybe instead of preventing dropping you could make it so that you lose health and slow down if you either go too far away from the item or don't carry it for a while but then you'd probably need some indication of what's going on and why like a bubble around the item or a down arrow above spelunker or a big bubble around the item showing how far you can go.
But just preventing dropping is much simpler and probably better.


Title: Re: SpelunKi
Post by: Sudonimus on January 02, 2010, 05:54:31 PM
Maybe it'll be black
symbolizing its accursedness.
No, that's not fixed yet.

fund the code for standing near a ledge:
oPlayer1, Step, execute a piece of code (the top one);

// WHOA
if (sprite_index == sWhoaLeft or sprite_index == sDamselWhoaL or sprite_index == sTunnelWhoaL)
{
    if (whoaTimer > 0) whoaTimer -= 1;
     else if (holdItem)
    {
        holdItem.held = false;
        if (facing == LEFT) holdItem.xVel = -2;
        else holdItem.xVel = 2;
        if (holdItem.type == "Damsel") playSound(global.sndDamsel);
        if (holdItem.type == "Bow" and bowArmed)
        {
            scrFireBow();
        }
        if (holdItem.type == pickupItemType)
        {
            holdItem = 0;
            pickupItemType = "";
        }
        else scrHoldItem(pickupItemType);
    }
   
}

shouldn't be hard to edit  ;D
Do you use "Tab" to make the spaces for the brackets?


Title: Re: SpelunKi
Post by: Kitoari on January 02, 2010, 06:26:45 PM
The entire point of cursed items is to add an element of surprise and to balance out the good luck you might have with Blessed Items, so they can't be distinguished before being picked up.

Fixing some more bugs. If I have to give a guess, taking into account my other obligations (both real and internet), first beta will be out by next Saturday at the very latest.


Title: Re: SpelunKi
Post by: Delver on January 02, 2010, 06:38:25 PM
The entire point of cursed items is to add an element of surprise and to balance out the good luck you might have with Blessed Items, so they can't be distinguished before being picked up.

Fixing some more bugs. If I have to give a guess, taking into account my other obligations (both real and internet), first beta will be out by next Saturday at the very latest.

That's what I call good news  ;D


Title: Re: SpelunKi
Post by: Sudonimus on January 02, 2010, 06:40:44 PM
Am I the only one not editing Spelunky?


Title: Re: SpelunKi
Post by: gummybears123 on January 02, 2010, 06:55:59 PM
Hey... I'm not ;D

I would if I could though


Title: Re: SpelunKi
Post by: marsgreekgod on January 02, 2010, 07:29:33 PM
Am I the only one not editing Spelunky?
You want to join in on the fun? make a topic and I can help.


Title: Re: SpelunKi
Post by: Enrymion on January 02, 2010, 07:30:07 PM
The entire point of cursed items is to add an element of surprise and to balance out the good luck you might have with Blessed Items, so they can't be distinguished before being picked up.

Did someone mention anything about before picking up?


Title: Re: SpelunKi
Post by: Sudonimus on January 02, 2010, 07:38:51 PM
Am I the only one not editing Spelunky?
You want to join in on the fun? make a topic and I can help.
...What should I title it?


Title: Re: SpelunKi
Post by: gummybears123 on January 02, 2010, 07:49:41 PM
Depends on how you wanna edit...


Title: Re: SpelunKi
Post by: marsgreekgod on January 02, 2010, 07:53:00 PM
"Basic hacks for people with out pro or knowhow"


Title: Re: SpelunKi
Post by: Kitoari on January 03, 2010, 11:56:40 AM
The entire point of cursed items is to add an element of surprise and to balance out the good luck you might have with Blessed Items, so they can't be distinguished before being picked up.

Did someone mention anything about before picking up?
I apologize, I misread your post.

Beside standard "steady pace" updates, I would like to mention that studying Spelunky's code has actually managed to make me more fluent with GML.

:)


Title: Re: SpelunKi
Post by: Kitoari on January 08, 2010, 07:58:07 PM
Urgh. A saturday release is unlikely. I have placement tests for high school. :P

(I might as well reveal I'm 13 now because it's always a OMGWTF moment in the communities I join and  I'd rather get it over with.)

Anyways, expect a release to be more likely on Sunday.


Title: Re: SpelunKi
Post by: Darkness3313 on January 08, 2010, 08:04:50 PM
'clip'

(I might as well reveal I'm 13 now because it's always a OMGWTF moment in the communities I join and  I'd rather get it over with.)

'clip'


Kay'. We should care about someones age why?(Not to be took in offence.


Title: Re: SpelunKi
Post by: Kitoari on January 08, 2010, 08:06:35 PM
'clip'

(I might as well reveal I'm 13 now because it's always a OMGWTF moment in the communities I join and  I'd rather get it over with.)

'clip'


Kay'. We should care about someones age why?(Not to be took in offence.
I'm just making sure that if this thread would devolve into OMGHE'S13 for three pages like it has on other communities, I'd get it over with sooner rather than later.


Title: Re: SpelunKi
Post by: TailorTF on January 08, 2010, 09:44:49 PM
Meh.We don't care about ages,I mean,it's not like being 11 (hint,hint) will stop you or something.
On topic:maybe you should make the whole get cursed/blessed item thing happen differently because of favor.Like,you sacrifice on/blow up altars and Kali gives you a bigger chance of getting cursed/blessed items.


Title: Re: SpelunKi
Post by: marsgreekgod on January 08, 2010, 11:32:53 PM
I really don't care about age, just how you act.

I don't like the favor = blessing idea, becuse I don't think it would work well in gameplay. (I like the idea, but it would just kinda be bad for the game)


Title: Re: SpelunKi
Post by: Kitoari on January 10, 2010, 11:59:22 AM
I might have to dummy out the collectible cursed/blessed... I haven't found the code section that runs the checks for the has.*item* variables.  :(

I do have something awesome though:
http://i48.tinypic.com/i6i22o.png
How do you get it? Not telling!


Title: Re: SpelunKi
Post by: Darkness3313 on January 10, 2010, 12:00:24 PM
POLAR STAR.

I SUPPORT THIS.


Title: Re: SpelunKi
Post by: marsgreekgod on January 10, 2010, 12:03:09 PM
I might have to dummy out the collectible cursed/blessed... I haven't found the code section that runs the checks for the has.*item* variables.  :(

I do have something awesome though:
http://i48.tinypic.com/i6i22o.png
How do you get it? Not telling!
epic, does it level up?


Title: Re: SpelunKi
Post by: Kitoari on January 10, 2010, 12:05:50 PM
I might have to dummy out the collectible cursed/blessed... I haven't found the code section that runs the checks for the has.*item* variables.  :(

I do have something awesome though:
http://i48.tinypic.com/i6i22o.png
How do you get it? Not telling!
epic, does it level up?
Wasn't considering it, but that would be a nice touch...

Also, whoever finds the has.*item* checking script/code piece will get one cameo indie weapon of their choice WITHIN reason.

Delver will probably get something for finding the WOAHH stuff.


Title: Re: SpelunKi
Post by: marsgreekgod on January 10, 2010, 12:07:09 PM
I might have to dummy out the collectible cursed/blessed... I haven't found the code section that runs the checks for the has.*item* variables.  :(

I do have something awesome though:
http://i48.tinypic.com/i6i22o.png
How do you get it? Not telling!
epic, does it level up?
Wasn't considering it, but that would be a nice touch...

Also, whoever finds the has.*item* checking script/code piece will get one cameo indie weapon of their choice WITHIN reason.

Delver will probably get something for finding the WOAHH stuff.
Um... what code do you want? because i would love a gun del sol


Title: Re: SpelunKi
Post by: Kitoari on January 10, 2010, 12:15:04 PM
I was talking about the step code that checks to see if you have items (global.hasjetpack, for instance.)

However I just realized that it was global and the dot was not at has. so the offer is expired. :<

Stupid stupid stupid!


Title: Re: SpelunKi
Post by: marsgreekgod on January 10, 2010, 12:41:00 PM
DARN IT I WAS GOING TO TELL YOU THAT

can I has a gun del sol anyway?


Title: Re: SpelunKi
Post by: Kitoari on January 10, 2010, 12:50:25 PM
Perhaps.

Making SpelunKi's wiki page atm and trying to implement the BUC collectibles quickly.


Title: Re: SpelunKi
Post by: Kitoari on January 13, 2010, 01:03:29 PM
The author is sick!
 :(

Gonna go be sick some more... I've also encountered a critical bug, Hooray for delays.


Title: Re: SpelunKi
Post by: marsgreekgod on January 13, 2010, 01:05:24 PM
I am sorrry to hear that! I hope you get better soon!

let me know when you get better if you need help with that bug.


Title: Re: SpelunKi
Post by: Hayden on January 14, 2010, 03:43:26 AM
Holy crap, the sounds of all these new mods is gradually increasing my need to play Spelunky.. It's becoming my drug! Oh, no! ( By the way, I'm sure that the fact that you're 13 would probably increase the respect you get from people.. I'm 14 and yet the only code I know of in spelunky is the level editor stuff. Not in game maker, but, the level editor code stuff in the notepad documents for custom levels.. )

Anyway, to the point: I have to admit, this may be one of the best sounding mods so far. ;D
Oh, P.S.. If you're going to make cursed items stick, then wouldn't it be pointless to not change their appearance? Or, better yet.. They look normal on the ground, then, if you pick one up, your spelunker disappears for a second in a big poof, and all of a sudden.. Bam! "Oh my god, why is this cape black!?", or, "Ahh, my teleporter looks evil now!".

To make that shorter, the suggestion is:

1. You open a crate, a cape comes out.
2. You decide that you want to grab the cape.. You pick it up.
3.
    a) If cursed, you go poof when you pick it up and when it's on your back, it's black
   
    b) If blessed.. [ Insert idea to replace poof here ] and all of a sudden, it's .. It's.. Oh my god, it's beautiful!

Now, completely off-topic for a second, I believe that I am making this post too long.. O.O

Back on-topic.. If you make it so that you can throw away a cursed item, you should at least give the spelunker a warning as he picks it up, so that he doesn't throw it away, thinking it's a normal weapon, only to lose 2 HP..

If you choose to make it stick to your hand, you can just leave, or edit the image as it is.

**** WE INTERRUPT THIS SUGGESTION FOR SOMETHING I JUST THOUGHT OF ****

DOES THE CURSED SCEPTER SPAWN A GHOST!? :D That'd be cool.. And, slightly annoying too.. -.-

Rhetorical question.. Don't answer, it might spoil it if I'm right. Never know what to expect.

Back to my suggestion..

"If you make it so that you can throw away a cursed item, you should at least give the spelunker a warning as he picks it up, so that he doesn't throw it away, thinking it's a normal weapon, only to lose 2 HP..
If you choose to make it stick to your hand, you can just leave, or edit the image as it is. "

Better yet: You could combine the two..
If you could make it so that if you pick up a cursed item, and try to drop it, it won't drop.. If you try to drop it again, it won't drop. The third time that you try however, it will drop and reduce your HP. That way, you can do the stick thing, and the drop = lose HP thing. Eh? EH? ;D

Well, anyway.. Maybe I should just end this post while it's short enough that you won't grow a beard or something while reading it..
I think maybe I'm a bit hyped up on sugar.. Hehe.

Anyway, I'm too .. Well, let's just say, I feel wierd, thus, I can't really double check this post.. If it doesn't make sence.. Blame the sugar!


Title: Re: SpelunKi
Post by: Arucard on January 14, 2010, 07:16:28 AM
I think the idea was that items would stick, but you can pay to have them removed. He mentioned adding a priest or something along those lines. Instead of having the player disappear though, as in Hayden's suggestion, a simple sound effect would call the players attention. Something evil sounding for cursed, and the traditional harp sound when blessed.
The items should definitely change in appearance once held and revealed. You can easily copy the existing one and just set the sprite index to change based on it being cursed/blessed or not. Some "item feeling" text would be a good idea though. Like "Man, this cape is heavy" (if a cursed cape indeed weights you down instead), or "This mattock seems rusty" (which is actually already in the code, though I've never seen it used). Still looking forward to this, it does sound pretty exciting!  :)


Title: Re: SpelunKi
Post by: Hayden on January 14, 2010, 07:29:11 AM
Ah, sound effects. Was too rushed to think of that. Sugar rush is gone now though. You'd be surprised how rarely that happens to me, with all the sugary foods I eat.

On-topic again: Evil laugh for cursed items? Or would that be too cheesy?
:P

Harp sound is definitely a keeper though, if sound effects is the direction the mod is heading. Nice thinking! ;)


Title: Re: SpelunKi
Post by: Arucard on January 14, 2010, 07:54:43 AM
A laugh would probably work, I wonder also if some text should show when an item isn't cursed or blessed. Just like, "Seems OK to me" or something like that so the player knows they didn't miss something.


Title: Re: SpelunKi
Post by: marsgreekgod on January 14, 2010, 12:18:05 PM
and you should use my scepter for the cursed one. But I 2nd Hayden's point. Recolor the cursed/blessed items once picked up!


Title: Re: SpelunKi
Post by: gummybears123 on January 14, 2010, 08:20:09 PM
Recolor but DO NOT MGG'S FOR CURSED SCEPTRE!  IT IS TOO EVIL!!!!


Title: Re: SpelunKi
Post by: Hayden on January 14, 2010, 08:23:48 PM
Now that I re-think that sound thing, I've got to admit - It would be unfair to those with no speakers, or sound.. There are a lot more people out there with blown speakers than one would think..

Well, if the sprites are to be recoloured (< Sorry, Australian spelling.. Force of habit) after picking them up, then that would make it fair. So, if the sound / recolour ideas are mixed, then you've got yourself a game for everyone. :)

Edit: Although, keep in mind these are just suggestions - You don't have to listen to us every time we make a suggestion.

Edit again: Are you still sick, though? :s Everyone seems to be ignoring that post, even though it was the last one you've made since.
Well, if you are, get better soon.

Eh, edit.. AGAIN: ^ That wasn't a command, as much as it sounded like it. Get better when you feel like it. :)


Title: Re: SpelunKi
Post by: marsgreekgod on January 14, 2010, 08:31:46 PM
yeah and that would just make you fully understand your doom.


Title: Re: SpelunKi
Post by: Hayden on January 14, 2010, 08:53:02 PM
Oh I just got an idea for the blessed teleporter - Hopefully possible ;)

If you're trying to teleport with it, but your character would end up being squished in the cave walls, it'll just play a dud sound instead, to stop you from dying, so that you can teleport safely through the caves. ^.^

Edit: I bet that all of these suggestions we're making is putting alot of weight on his shoulders, so we should probably back off a bit.


Title: Re: SpelunKi
Post by: gummybears123 on January 14, 2010, 10:15:11 PM
When's this comin out?


Title: Re: SpelunKi
Post by: Kitoari on January 15, 2010, 05:28:55 PM
When's this comin out?
When:
1. I'm not sick.
2. The critical bug is fixed.
3. I can actually finish all the BUC stuff.

While you wait for SpelunKi to be released, why not donate to Haiti via Unicef, Care, (http://www.google.com/relief/haitiearthquake/#utm_campaign=en&utm_source=en-ha-na-us-sk&utm_medium=ha&utm_term=haiti%20charity) or The Red Cross? (http://www.redcross.org/) Really, I was upset today about losing some stuff and being locked out of our car, but it seems rather whiny when you put it into perspective.  :P




Title: Re: SpelunKi
Post by: gummybears123 on January 15, 2010, 10:35:28 PM
BUC?


Title: Re: SpelunKi
Post by: PureQuestion on January 15, 2010, 11:31:13 PM
BUC?

Blessed, uncursed, cursed. Fairly common acronym.


Title: Re: SpelunKi
Post by: Hayden on January 15, 2010, 11:57:13 PM
When's this comin out?
When:
1. I'm not sick.
2. The critical bug is fixed.
3. I can actually finish all the BUC stuff.

While you wait for SpelunKi to be released, why not donate to Haiti via Unicef, Care, (http://www.google.com/relief/haitiearthquake/#utm_campaign=en&utm_source=en-ha-na-us-sk&utm_medium=ha&utm_term=haiti%20charity) or The Red Cross? (http://www.redcross.org/) Really, I was upset today about losing some stuff and being locked out of our car, but it seems rather whiny when you put it into perspective.  :P

So, I take it, you're still sick? That sucks.
But if it makes you feel better, there's a thunder storm right above my house pretty much, and the thunder went off and like.. Deafened me for about a minute.. I thought I had actually gone fully deaf.. Hehe.

Anyway, I look forward to this mod :D Take your time with it.. You want to find all the bugs you can.

How many fingers am I holding up?

If you actually answered that, then I'm afraid you might have to stay in bed for a while and clear your head up..


Title: Re: SpelunKi
Post by: marsgreekgod on January 16, 2010, 12:18:09 AM
You aren't holding up any fingers, your typing!

but yeah just get better before you keep working on this


Title: Re: SpelunKi
Post by: gummybears123 on January 16, 2010, 10:11:02 AM
This is turning into a Get Well Card...

Get better soon ;D!


Title: Re: SpelunKi
Post by: Kitoari on January 16, 2010, 01:41:33 PM
I feel somewhat better today.

Might as well tell you about the bug. I seem to have broken oPlayer1. No key presses are being responded to.  ._.

I might just grab another source file and copy the code. I'll also post a video of the Polar Star soon.


Title: Re: SpelunKi
Post by: Sudonimus on January 16, 2010, 02:27:23 PM
:D Get well soon!


Title: Re: SpelunKi
Post by: marsgreekgod on January 16, 2010, 02:58:03 PM
stealing all the code from oplayer1 seems easyer then the other way round...


Title: Re: SpelunKi
Post by: Kitoari on January 16, 2010, 03:02:14 PM
Critical bug fixed.
I'm currently taking a quick break from the BUC stuff and doing something... interesting.


Title: Re: SpelunKi
Post by: marsgreekgod on January 16, 2010, 03:03:13 PM
Oh! nice and vague! You never said if you where going to recolor the cursed weapons or not... I wanted to make cursed sprites!


Title: Re: SpelunKi
Post by: Kitoari on January 16, 2010, 03:34:01 PM
Oh! nice and vague! You never said if you where going to recolor the cursed weapons or not... I wanted to make cursed sprites!
I have decided to do that. You can do them if you'd like.

Well, if you want me to be less vague:
Ha! You were expecting something here, weren't you?


Title: Re: SpelunKi
Post by: Sudonimus on January 16, 2010, 03:47:12 PM
MainDude.


Title: Re: SpelunKi
Post by: marsgreekgod on January 16, 2010, 04:19:48 PM
Oh! nice and vague! You never said if you where going to recolor the cursed weapons or not... I wanted to make cursed sprites!
I have decided to do that. You can do them if you'd like.

Well, if you want me to be less vague:
Ha! You were expecting something here, weren't you?
Working on it!


Title: Re: SpelunKi
Post by: Hayden on January 19, 2010, 02:28:22 AM
Any updates on the status of the mod?

10%, 20%, 30%? Further?

I'm curious about this mod.
P.S. Are you better yet?


Title: Re: SpelunKi
Post by: Hayden on January 28, 2010, 08:29:12 AM
-Bump

Curious if you're still working on it or not. It'd be understandable to ditch a mod this big. Just wondering.

*Sorry bout the week and a half bump.. You can't blame me, can you?.. Technically, yes, but you get what I'm saying.


Title: Re: SpelunKi
Post by: Kitoari on January 29, 2010, 11:11:42 PM
Dropping by to say this is not dead. However, after Science Fair/sickness, my main comp got hit with viruses, adware, etc. It's the only place I have SpelunKi's source code. Mu data *should* be fine, but I'm not redoing it all.

I'll see if I can get anything else out in the next couple weeks to make up for it.


Title: Re: SpelunKi
Post by: marsgreekgod on January 30, 2010, 12:58:06 AM
upload it to http://www.mediafire.com/myfiles.php make it a privet file then it's backed up.


Title: Re: SpelunKi
Post by: Hayden on January 30, 2010, 08:48:26 AM
I agree that you should back it up. You never know what might happen to it.

Well, anyway.. Good to know you're still working on it. Keep it up. :)


Title: Re: SpelunKi
Post by: Kitoari on February 10, 2010, 08:08:25 PM
My dad, being the procrastinating jerk he is, still hasn't taken in my compy to the shop. :<

I don't even have GM8 registered on here, so there goes that. Sigh.. I'll get working on this asap, but don't expect it to be anytime soon.


Title: Re: SpelunKi
Post by: Sudonimus on February 10, 2010, 08:17:49 PM
Aw, geez, sorry for hearing that.
One time I had a virus. Actually a series of viruses by the same people at the same time.
It was probably the first time I had no one to blame but myself.


Title: Re: SpelunKi
Post by: gummybears123 on February 10, 2010, 09:18:35 PM
Aren't you  talking about the torrent site?  GM8?  You blamed ipwnu...

Ki, don't you get like 3 passwords when you buy GM8 Pro?


Title: Re: SpelunKi
Post by: Hayden on February 10, 2010, 11:18:51 PM
My dad, being the procrastinating jerk he is, still hasn't taken in my compy to the shop. :<

I don't even have GM8 registered on here, so there goes that. Sigh.. I'll get working on this asap, but don't expect it to be anytime soon.

You're lucky your dad just procrastinates. My dad usually gives me a straight up no to everything. He's evil. :(

Well, anyway, I wish you luck. :)


Title: Re: SpelunKi
Post by: Sudonimus on February 11, 2010, 12:12:37 PM
Hey, no talking junk about dads!
It's normally they who work for... stuff.

Okay, anyways, what torrent?


Title: Re: SpelunKi
Post by: Kitoari on February 13, 2010, 11:46:48 PM
Ki, don't you get like 3 passwords when you buy GM8 Pro?
I just found this out after concluding I am sick of this bullshit. I would take it up tomorrow, but I need to go to a wedding. Not sure if best buy is open on monday, but next opportunity I'm going. I'll pay the removal costs if I get my computer back.

Of course if it was HIS computer it'd would've been in -1 days before it even got infected, but when it comes to everyone else's junk..
I'm just ranting is all. Development will continue when I get the source off (which might be tonight if I get it off virus free).


Title: Re: SpelunKi
Post by: Hayden on February 14, 2010, 05:41:31 AM
Sounds like you got a lot going on.. Fair enough. Life comes first, mods come second. :)

Don't try to rush it or anything. Take your sweet time.


Title: Re: SpelunKi
Post by: marsgreekgod on February 14, 2010, 11:53:52 AM
Take your time man, that hopefully is something you have to take. You owe us nothing.

If we could somehow help with your real life stuff we (or at least I) would, but I some how think we can't.


Title: Re: SpelunKi
Post by: Kitoari on March 11, 2010, 09:08:06 PM
Figured I'd update by saying...

... nothing has happened! Spring break is coming up, so I AM dragging someone to the shop. And my birthday's next Friday.

:D


Title: Re: SpelunKi
Post by: gummybears123 on March 13, 2010, 04:05:09 PM
I hope you finish soon  >:(!

Just kidding! (I would have said JK if I was texting with the phone that I don't have)

Anyway, I'm taking a while with vampire mod too............ goooood luck!


Title: Re: SpelunKi
Post by: Hayden on March 14, 2010, 01:47:25 AM
I'm assuming you have a lot going on in life, since you haven't been updating this much.

Well, take your time, and, happy birthday. :D


Title: Re: SpelunKi
Post by: marsgreekgod on March 14, 2010, 01:50:10 AM
You know this would go really well with spelunky X.


Title: Re: SpelunKi
Post by: Hayden on March 14, 2010, 01:56:59 AM
Holy crap, you're right. :D

I didn't think of that.

Oh well. I wouldn't expect that to happen any time soon, seeing as none of those mods are completed.

But this mod sounds good enough without the addition of Spelunky X stuff. :)


Title: Re: SpelunKi
Post by: marsgreekgod on March 14, 2010, 02:15:50 AM
Holy crap, you're right. :D

I didn't think of that.

Oh well. I wouldn't expect that to happen any time soon, seeing as none of those mods are completed.

But this mod sounds good enough without the addition of Spelunky X stuff. :)
Well it just seems like they are so close in theme....


Title: Re: SpelunKi
Post by: Hayden on March 14, 2010, 09:03:46 PM
Argh, I forgot what this mod was about..........

I'll look it up................



Was that post really necessary? You should think about these things before you post. ;P


Title: Re: SpelunKi
Post by: Known & Unknown on March 15, 2010, 05:27:40 AM
...this isn't twitter mind you


Title: Re: SpelunKi
Post by: gummybears123 on March 15, 2010, 02:41:24 PM
Sorry, I'll delete it now *deletes

Anyway, now I remember all that talk about blessed and cursed things


Title: Re: SpelunKi
Post by: smokcheez on March 15, 2010, 02:43:19 PM
It sounded really cool, but then it sorta died  :'(


Title: Re: SpelunKi
Post by: gummybears123 on March 15, 2010, 02:46:22 PM
Like my Vampire mod  :'(

But that's because I'm still working on it

(PS, GUYS LOOK  IN THE THREAD!  I NEED HELP WITH SOME SPRITES! (FIRST PAGE)


Title: Re: SpelunKi
Post by: Kitoari on April 10, 2010, 05:00:41 PM
Well, this was quite a saga.

I FINALLY got my main compy back a few days ago, and the poor SpelunKi source code died. I'll have to do all of that again! I'm also going to have to set up an ubuntu dual boot on it. Ugh..

... so how have you guys been lately?


Title: Re: SpelunKi
Post by: marsgreekgod on April 10, 2010, 05:17:24 PM
Well, this was quite a saga.

I FINALLY got my main compy back a few days ago, and the poor SpelunKi source code died. I'll have to do all of that again! I'm also going to have to set up an ubuntu dual boot on it. Ugh..

... so how have you guys been lately?
You know this might be a good use for a way to steal the gmd of any game maker exe wouldn't it?


Title: Re: SpelunKi
Post by: Kitoari on April 10, 2010, 05:22:10 PM
Unfortunately I hadn't yet backed it up, even in exe form.

Oh well!


Title: Re: SpelunKi
Post by: marsgreekgod on April 10, 2010, 05:34:07 PM
Darn. and you haven't posted anything have you. darn.

Hey how about you help me add stuff to gates of hell! I am looking for help with that


Title: Re: SpelunKi
Post by: Kitoari on April 18, 2010, 02:12:29 PM
Restarted development as of now. I'll be sure to check Gates out later.

I'm not sure what direction to take this, honestly. I couldn't really implement collectible BUC items since I never figured out how they worked.

Bombrope + Polar Star will still be in, that much is certain at least.


Title: Re: SpelunKi
Post by: Audioworm on April 18, 2010, 02:37:31 PM
Bombrope + Polar Star will still be in, that much is certain at least.

Cave Story reference! YAY!


Title: Re: SpelunKi
Post by: Kitoari on April 18, 2010, 02:56:45 PM
Meet The Bombrope.
(http://i42.tinypic.com/apiiqx.png)
The bombrope looks like a rope, but it isn't.
(http://i48.tinypic.com/rjo9zr.png)
The bombrope takes no prisoners.
(http://i40.tinypic.com/11to9ja.png)
The Bombrope makes things go boom.

Something to note: I am open to all suggestions. Yes, all of them (well, that's dangerously liberal. But you know what I mean.) If you suggest it, I will attempt to implement it in some manner.


Title: Re: SpelunKi
Post by: marsgreekgod on April 18, 2010, 03:59:15 PM
suggeston:

Evil death arrow traps

EXP

Screen filling laser cannon.


Title: Re: SpelunKi
Post by: Kitoari on April 18, 2010, 04:54:30 PM
Screen filling laser cannon.
Your wish is my command.

Spur Q/A:
Q: WTF is the Spur?
A: It's an awesome weapon from Cave Story, the (generally agreed upon) best upgrade for your starting weapon, the polar star. It shoots lasers!
Q: So, how does it work in SpelunKi?
A: Screenshot time!
(http://i39.tinypic.com/33ygsw8.png)
The spelunker holding the spur.
(http://i40.tinypic.com/eb8lyt.png)
It shoots a polar star pellet when you fire. But after that...
(http://i44.tinypic.com/29wq2v8.png)
LASER PEW PEW!
Q: That's Awesome! How do you unlock it?
A: By upgrading the polar star.
Q: Well, how do you do that?
A: Heheheh.
Q: Well, how do you get the Polar Star?
A: Not telling.
Q: You suck.
A: That's not a question.


Title: Re: SpelunKi
Post by: Audioworm on April 18, 2010, 04:59:24 PM
WOOT! CAVE STORY WEAPON! WOOT WOOT WOOT!
I am SO downloading this mod when it's done.


Title: Re: SpelunKi
Post by: Kitoari on April 18, 2010, 05:42:55 PM
The newly finished BASTARD MODE!
Things bastard mode does:
Explosions out of nowhere!
Snakes out of nowhere!
Mummies out of nowhere!
Exploding Exits!

All this and morrrreeeeeee!


Title: Re: SpelunKi
Post by: marsgreekgod on April 18, 2010, 05:52:41 PM
you really forgot what this start as didn't you?


Title: Re: SpelunKi
Post by: Kitoari on April 18, 2010, 05:55:51 PM
Point taken.

This is mostly me getting used to working with GM again before I start doing actual work.


Title: Re: SpelunKi
Post by: marsgreekgod on April 18, 2010, 06:06:41 PM
Point taken.

This is mostly me getting used to working with GM again before I start doing actual work.
Ok then...

suggeston:
Bomb rock cannon.


Title: Re: SpelunKi
Post by: Kegluneq on April 18, 2010, 09:22:20 PM
How is the bomb rope going to work?
IIRC, there is a separate inventory slot for bomb ropes?

This is just a suggestion, but it'd be neat if bomb ropes took one bomb and one rope (duh) but could have two different modes (functions? versions?). One where you hold a bomb and press the rope key, and another where you hold a rope and press the bomb key.


Title: Re: SpelunKi
Post by: marsgreekgod on April 18, 2010, 09:28:08 PM
How is the bomb rope going to work?
IIRC, there is a separate inventory slot for bomb ropes?

This is just a suggestion, but it'd be neat if bomb ropes took one bomb and one rope (duh) but could have two different modes (functions? versions?). One where you hold a bomb and press the rope key, and another where you hold a rope and press the bomb key.
I... really like this idea!


Title: Re: SpelunKi
Post by: Kitoari on May 28, 2010, 07:50:00 PM
Ugh.

I'm sorry guys. The drive's just not there anymore. With Yoyo's 6th contest, I'd rather focus my energies on that. I might pick this up once I'm done with my entry for that, but...
 :(


Title: Re: SpelunKi
Post by: marsgreekgod on May 29, 2010, 01:10:28 PM
Ugh.

I'm sorry guys. The drive's just not there anymore. With Yoyo's 6th contest, I'd rather focus my energies on that. I might pick this up once I'm done with my entry for that, but...
 :(


Yoyo's 6th contest?

yoyo?

Oh yoyo games.... right game maker people.

they have contests?


Title: Re: SpelunKi
Post by: Bae on August 13, 2010, 04:52:12 AM
Party member Baekara used Resurrection!

I can't help it if that's my skill.
At least I post genuine content and not just shameless necromancy.

Quote from: Kitoari
I'm just making sure that if this thread would devolve into OMGHE'S13 for three pages like it has on other communities, I'd get it over with sooner rather than later.

I read He as She and was wondering why people were referring to you with the wrong gender. NONETHELESS all you underaged programming prodigies make me feel old at sixteen...

DOES THE CURSED SCEPTER SPAWN A GHOST!? :D

No, he put cavestory references into the game, it obviously shoots ducks.

Oh I just got an idea for the blessed teleporter - Hopefully possible ;)

If you're trying to teleport with it, but your character would end up being squished in the cave walls, it'll just play a dud sound instead, to stop you from dying, so that you can teleport safely through the caves. ^.^

Edit: I bet that all of these suggestions we're making is putting alot of weight on his shoulders, so we should probably back off a bit.

Could always make it work like the TLS Compass+Teleporter Combo which gives you a reticule

Something to note: I am open to all suggestions. Yes, all of them (well, that's dangerously liberal. But you know what I mean.)

I suggest we all get naked. Liberal enough?

suggeston:

Evil death arrow traps

EXP

Screen filling laser cannon.

I almost feel its my duty to introduce you to Touhou, screen filling laser cannons makes you happy? You'll be swimming in your drool.



So anyway, regarding the actual mod, how has it gone since the last post? Everything good or did we get another FUBAR moment like with the virus? It seems these big promising mods never see the light of day which is sadness, but assuming your still alive there's still hope to see everything work out \(owo)/ So yeah, hi, how are you~


Title: Re: SpelunKi
Post by: Pteriforever on August 14, 2010, 04:58:57 PM
Screen filling laser cannon.
Your wish is my command.

Spur Q/A:
Q: WTF is the Spur?
A: It's an awesome weapon from Cave Story, the (generally agreed upon) best upgrade for your starting weapon, the polar star. It shoots lasers!
Q: So, how does it work in SpelunKi?
A: Screenshot time!
(http://i39.tinypic.com/33ygsw8.png)
The spelunker holding the spur.
(http://i40.tinypic.com/eb8lyt.png)
It shoots a polar star pellet when you fire. But after that...
(http://i44.tinypic.com/29wq2v8.png)
LASER PEW PEW!
Q: That's Awesome! How do you unlock it?
A: By upgrading the polar star.
Q: Well, how do you do that?
A: Heheheh.
Q: Well, how do you get the Polar Star?
A: Not telling.
Q: You suck.
A: That's not a question.

The spur's only the best if you're going for the second ending, because it's so effective in the Misery/Doctor/Undead Core battle  -- in the first ending, you get it right at the end and I swear it makes The Sisters a ton more difficult. In the third ending, it totally sucks in the Sacred Grounds, as well as against the Red Demon. It's good in the Misery/Doctor/Undead Core battle because it can't be leveled down by damage.

Weapons by power IMO:

1. Snake
2. Blade
3. Spur
4. Bubbler
5. Machine Gun
6. Polar Star
7. Nemesis
8. Missiles
9. Fireball

(I think that the second ending is the best anyway, because the main character gets to be with his true love, Sue. She's one of my favourites.)


Title: Re: SpelunKi
Post by: marsgreekgod on August 14, 2010, 05:15:59 PM
I can't even remember why this mod stoped having things happen to it

will SpelunKi ever be done?


Title: Re: SpelunKi
Post by: Bae on August 14, 2010, 06:45:12 PM
The spur's only the best if you're going for the second ending, because it's so effective in the Misery/Doctor/Undead Core battle  -- in the first ending, you get it right at the end and I swear it makes The Sisters a ton more difficult. In the third ending, it totally sucks in the Sacred Grounds, as well as against the Red Demon. It's good in the Misery/Doctor/Undead Core battle because it can't be leveled down by damage.

Weapons by power IMO:

1. Snake
2. Blade
3. Spur
4. Bubbler
5. Machine Gun
6. Polar Star
7. Nemesis
8. Missiles
9. Fireball

Polar Star Is above nemesis
what is wrong with you
wait, above Missiles too? Kid that looks more like a Favorites list rather then a power list.

IIRC Spur Blade Nemesis and Super Missiles do the most (with super missiles doing the most damage out of those), Then the snake and machine gun (obviously snake > Machinegun) then the fireball bubbler and polar star.

Thats just power levels though, they are totally different order in terms of use.

But I digress this is not the Cave Story thread.

I can't even remember why this mod stoped having things happen to it

will SpelunKi ever be done?

Only if Ki didnt die.

TBH I wanna see work resume on this again too :c


Title: Re: SpelunKi
Post by: ptmc2112 on November 12, 2010, 11:35:49 AM
I agree with Baekara's last sentence, and I don't know if you already started working on it again, but if you don't want to deal with some bugs still present in the 1.1 original code, you might want to check out The Spelunky 1.2 Project (http://mossmouth.com/forums/index.php?topic=1257.0) (community made) so you wont have to deal with those bugs.