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Games => Source => Topic started by: ipwnu1337 on January 09, 2010, 02:22:03 PM



Title: Spelunky Gun Mod - On Haitus - Updates will resume at a later date
Post by: ipwnu1337 on January 09, 2010, 02:22:03 PM
Welcome to my thread about me spelunky gun mods.

Here's the latest version:

http://www.mediafire.com/?hrjm4y5ntmz

History:
1/9/10 - First version, added submachinegun, made it spawn from pots for easy acess.  
Link:  
http://www.mediafire.com/?uwehyzk32om
1/10/10 - Version 1.7, added assault rifle, decreased spawn rate from pots to 50% rather than 100%.  
Link:  
http://www.mediafire.com/?zt2z4gwizwl
1/10/10 - Version 2.0, added Sniper to the weapons cache.  
Link:  
http://www.mediafire.com/?1dym1mdmmmm
1/11/10 - Version 3.2, added laser rifle, changed recoil on multiple guns, reduced bullet damage, increased number of shots from shotgun and increased the bullet spread.
1/12/10 - Version 3.7, added the RPG, made some minor graphics tweaks.
Link:
http://www.mediafire.com/?jm1wz2j3gtz
1/15/10 - Version 4.8, added Iron Rain, made it so that submachinegun + assault rifle bullets no longer stun people.
Link:
http://www.mediafire.com/?mfmx0j3jtey
1/23/10 - Version 5.6, added weapon boxes, made weapons spawn from weapon boxes, changed pots back to normal, added Peashooter.
Link:
http://www.mediafire.com/?mmk0ygkhj3q
1/24/10 - Version 6.0, changed drop rate of weapon boxes.  And the sprite.  And how they open.
Link:
http://www.mediafire.com/?qmtmdymz2j2
2/4/10 - Version 7.0 - added tranquilizer dart gun and ballistae.  Nerfed explosions from RPG, make it spawn more often and fire faster.
Link:
http://www.mediafire.com/?hrjm4y5ntmz

Guns:

Submachinegun (SMG) - Works like pistol, but shoots four times as fast.
Assault Rifle - Fires slighty faster than pistol, but shoots three bullets at a time and is less accurate than a pistol, but more accurate than a shotgun.
Sniper - Fires deadly bullets that can kill most things in one hit, however, it takes an enormous amount of time to reload.  (Can also shoot through walls due to its size)
Lasgun  - A gun that fires quick, fast, powerful bolts that produce no recoil.
Ideal, isn't it?
RPG - A launcher that fires a rocket-propelled bomb.  Go figure?  It has an enormus amount of knockback and cooldown to fire, but, hey?  It's worth it.
Iron Rain - A launcher that only fires directly up.  It has a large amount of recoil down.  When the shell hits a solid object (ie, a block) it splits into 10 different shells that rain down upon where it collided with the block.
Peashooter - This gun, well, sucks.  Period.  It shoots one wimpy bullet that can't stun enemies and has a horrible rate of fire.  However, you can find it everywhere!
Tranquilizer Dart Gun - When you shoot this at a PERSON, he/she will be stunned for much longer than normal.  However, the dart has a bit of drop on it, so it will be harder to aim than, lets say, a peashooter.
Ballistae Homing Missile Launcher - To put it simply:  You shoot the missile, it goes out a few squares, and then from there it instantly rockets toward the nearest enemy.  Neat, eh?


More Coming soon!


Title: Re: Spelunky Gun Mods
Post by: Delver on January 09, 2010, 02:36:06 PM
Think it would be more machinepistolly if it continued firing when pressed, right now you have to press for every bullet, and that's really just a very fast revolver (faster then the shopkeeper it seems  :P)   


Title: Re: Spelunky Gun Mods
Post by: ipwnu1337 on January 09, 2010, 06:07:16 PM
I'd love to do that, if only I know how =P.
If you'd like to tell me how to make the game accept holding the action button for attacking, sure.


Title: Re: Spelunky Gun Mods
Post by: Darkness3313 on January 09, 2010, 06:18:25 PM
Dereks coding stops you from doing that, if you want to, you'll have to change the code.


Title: Re: Spelunky Gun Mods
Post by: gummybears123 on January 09, 2010, 07:15:39 PM
I LOVE THE MACHINE GUN!!!


Title: Re: Spelunky Gun Mods
Post by: ipwnu1337 on January 09, 2010, 09:24:41 PM
Okay, I'm in the process of making a new gun.  By the way, Does anyone here have any ideas for me to implement?  I'm running out of ideas already, sadly.


Title: Re: Spelunky Gun Mods
Post by: marsgreekgod on January 09, 2010, 09:28:41 PM
RPG

laser cannon.

Ninja star gun.

Heat seeking missile.

A gun that fires up, then a lot of little bullets rain down to the left and right.



Title: Re: Spelunky Gun Mods
Post by: gummybears123 on January 09, 2010, 09:34:27 PM
RPG
Laser cannon
HSM
The raining bullets gun
Sniper


Title: Re: Spelunky Gun Mods
Post by: marsgreekgod on January 09, 2010, 09:38:15 PM
You... don't have to say most of the same things I said. you could of just said Sniper.

(oh and nuke)


Title: Re: Spelunky Gun Mods
Post by: gummybears123 on January 09, 2010, 09:39:14 PM
Nukes or atomic bombs...

I don't want the ninja thing


Title: Re: Spelunky Gun Mods
Post by: marsgreekgod on January 09, 2010, 09:45:27 PM
WHY NOT!? ninja stars are epic!


Title: Re: Spelunky Gun Mods
Post by: gummybears123 on January 09, 2010, 09:46:05 PM
How would you react if I said I wanted a gummybear gun? :P ;D


Title: Re: Spelunky Gun Mods
Post by: marsgreekgod on January 09, 2010, 09:47:48 PM
ninja stars= a weapon

gummy bears = a food.

I have a good reason at least

to make this not spam, how about a uzi?


Title: Re: Spelunky Gun Mods
Post by: Delver on January 09, 2010, 09:49:49 PM
there is always the portal gun... it can't be that hard  ::)


Title: Re: Spelunky Gun Mods
Post by: gummybears123 on January 09, 2010, 09:51:36 PM
RPG
Laser cannon
HSM
The raining bullets gun
Sniper
UZI
Nukes
Bazooka
Knife
Portal Gun
Poison arrows


Title: Re: Spelunky Gun Mods
Post by: marsgreekgod on January 09, 2010, 10:01:56 PM
the portal gun wouldn't be that bad, but should be it's own mod.


Title: Re: Spelunky Gun Mods
Post by: ipwnu1337 on January 09, 2010, 10:07:01 PM
Huh.  That's wierd.  I was testing out a new gun (Assault Rifle, go figure), but whenever I went into a new level, it turned into a pistol.  I'm sure I didn't replace the pistol, and for some reason, the gun just acts like a pistol and nothing else. Wierd.


Title: Re: Spelunky Gun Mods
Post by: Delver on January 09, 2010, 10:13:25 PM
Huh.  That's wierd.  I was testing out a new gun (Assault Rifle, go figure), but whenever I went into a new level, it turned into a pistol.  I'm sure I didn't replace the pistol, and for some reason, the gun just acts like a pistol and nothing else. Wierd.

it's properly coursed by the type = "???"; under the guns Create command, It's also the type that set's the property's of the Item (scrUseItem)   


Title: Re: Spelunky Gun Mods
Post by: gummybears123 on January 09, 2010, 10:59:50 PM
Assault rifle?  Look forward to it


Title: Re: Spelunky Gun Mods
Post by: eguee on January 10, 2010, 05:49:56 AM
I just want an impact grenade upgrade sold in shops. If the grenade doesn't hit anything, then it just sits there like an unlit bomb.


Title: Re: Spelunky Gun Mods
Post by: Arucard on January 10, 2010, 07:46:10 AM
It may not keep in the spirit of this mod, but I want to see one to let you fly a UFO! So, I guess I want to second the laser rifles and such.


Title: Re: Spelunky Gun Mods
Post by: ipwnu1337 on January 10, 2010, 10:33:54 AM
Okay then, the Assault Rifle is ready to roll out.

It spawns in pots too, there's now a 50% chance of a gun spawning from pots, and it's possible for both guns to spawn from one pot.

Link! http://www.mediafire.com/?zt2z4gwizwl\

Enjoy!


Title: Re: Spelunky Gun Mods
Post by: gummybears123 on January 10, 2010, 10:44:11 AM
Yay!!!

Great job ipwn!

I look forward to more guns!


Title: Re: Spelunky Gun Mods
Post by: ipwnu1337 on January 10, 2010, 07:54:52 PM
Sniper's been released.

I'll need some assistance here, how do you program the recoil from the guns?
I've solved most of the problems with the guns, except that.
Okay then, enjoy!

http://www.mediafire.com/?1dym1mdmmmm


Title: Re: Spelunky Gun Mods
Post by: grieck on January 10, 2010, 08:05:06 PM
What are differences? Besides the obvious, rate of fire.


Title: Re: Spelunky Gun Mods
Post by: ipwnu1337 on January 10, 2010, 08:15:41 PM
Read the first post?  I've added descriptions there.


Title: Re: Spelunky Gun Mods
Post by: gummybears123 on January 10, 2010, 08:33:53 PM
Woohoo!  Sniper! The more the merrier!


Title: Re: Spelunky Gun Mods
Post by: marsgreekgod on January 10, 2010, 08:36:48 PM
so how about an rpg?


Title: Re: Spelunky Gun Mods
Post by: gummybears123 on January 10, 2010, 08:38:58 PM
And all the other guns?


Title: Re: Spelunky Gun Mods
Post by: marsgreekgod on January 10, 2010, 08:40:02 PM
I mean next


Title: Re: Spelunky Gun Mods
Post by: gummybears123 on January 10, 2010, 08:41:06 PM
Yea, RPG next


Title: Re: Spelunky Gun Mods
Post by: Kirby on January 10, 2010, 10:01:18 PM
You should add these to the editor. Or at least pots.


Title: Re: Spelunky Gun Mods
Post by: marsgreekgod on January 10, 2010, 10:24:34 PM
pots are in the editor already.


Title: Re: Spelunky Gun Mods
Post by: gummybears123 on January 10, 2010, 10:39:35 PM
But the guns themselves should also be in the editor


Title: Re: Spelunky Gun Mods
Post by: marsgreekgod on January 10, 2010, 10:42:09 PM
I'll do it for you if you give me the code.


Title: Re: Spelunky Gun Mods
Post by: Arucard on January 11, 2010, 09:39:52 AM
I'll need some assistance here, how do you program the recoil from the guns?
I've solved most of the problems with the guns, except that.
Okay then, enjoy!
Shot in the dark here, (no pun intended) but this may be it.

In the scrUseItem script, line 252 and 267 (for left and right movement)
if (state != HANGING and state != CLIMBING)
                {
                    yVel -= 1;
                    xVel -= 1;
                }


Title: Re: Spelunky Gun Mods
Post by: ipwnu1337 on January 11, 2010, 03:07:40 PM
Wow, you're right.  It's different in the shotgun and pistol code, so it probably is.

I'll check it out later.  Thanks!

[Edit] It works!  And in addition, I figured out how to change bullet damage.

New build is coming soon.


Title: Re: Spelunky Gun Mods
Post by: gummybears123 on January 11, 2010, 03:20:09 PM
So the next one is RPG?


Title: Re: Spelunky Gun Mods
Post by: marsgreekgod on January 11, 2010, 03:22:30 PM
Glad to hear it it ipwnu, and he didn't say that but if he makes it it should have crazy knock back.


Title: Re: Spelunky Gun Mods
Post by: gummybears123 on January 11, 2010, 03:23:22 PM
It should (almost) knock you out


Title: Re: Spelunky Gun Mods
Post by: marsgreekgod on January 11, 2010, 03:24:38 PM
I mean as fast as you can go with out the chance of skipping threw walls.


Title: Re: Spelunky Gun Mods
Post by: gummybears123 on January 11, 2010, 03:26:45 PM
Now THAT would be funny


Title: Re: Spelunky Gun Mods
Post by: ipwnu1337 on January 11, 2010, 04:13:49 PM
Then again, I'll wait a bit more until releasing a new build - I'm in the middle of making a new gun.


Title: Re: Spelunky Gun Mods
Post by: gummybears123 on January 11, 2010, 04:17:24 PM
Care to tell us which one?


Title: Re: Spelunky Gun Mods
Post by: Arucard on January 11, 2010, 04:18:47 PM
Well thought I'd post after actually playing it. Chance of finding is probably too high, but I imagine that will be tweaked later, it's really cool to see new items in Spelunky! The sniper is hilariously big, but I think the little SMG is great.


Title: Re: Spelunky Gun Mods
Post by: gummybears123 on January 11, 2010, 04:20:36 PM
Sniper should be the same size as assault rifle


Title: Re: Spelunky Gun Mods
Post by: ipwnu1337 on January 11, 2010, 08:10:28 PM
Okay, Build 3.2 is out.

I've added a laser gun.  Oh, and by the way, if you find any problems, please inform me of them.

Linky!

http://www.mediafire.com/?m3wjmfmmndl


Title: Re: Spelunky Gun Mods
Post by: gummybears123 on January 11, 2010, 08:14:30 PM
HOLY SHISHKEBAB PI SQUARED!!!

GREAT JOB!!!


Title: Re: Spelunky Gun Mods
Post by: ipwnu1337 on January 11, 2010, 08:21:58 PM
Any sane, non-ecstatic comments or complaints?  I'm trying to make this the best that it can be.


Title: Re: Spelunky Gun Mods
Post by: gummybears123 on January 11, 2010, 08:37:46 PM
Shotgun should be shorter
Lasers should be brighter and more vivid.

All bullets should do different amounts of damage and have specialties


Title: Re: Spelunky Gun Mods
Post by: Kegluneq on January 11, 2010, 08:49:27 PM
The assault rifle should fire the 3 bullets in quick succession rather than all at once.


Title: Re: Spelunky Gun Mods
Post by: gummybears123 on January 11, 2010, 08:54:02 PM
Next should be RPG

Grenade Laucher
Heat seeker
...etc


Title: Re: Spelunky Gun Mods
Post by: ipwnu1337 on January 11, 2010, 09:01:03 PM
The assault rifle should fire the 3 bullets in quick succession rather than all at once.

Eh, about that.

It's a tad hard to code it that way, methinks.  I was thinking that originally, but i decided that just using a c&p would be better.

Next should be RPG

Grenade Laucher
Heat seeker
...etc

I'll get right to it, once I figure out how to program contact stuff.


Title: Re: Spelunky Gun Mods
Post by: marsgreekgod on January 11, 2010, 09:38:44 PM
quite the intesrting hack so far. might need some upgraded bad guys down the line.


Title: Re: Spelunky Gun Mods
Post by: gummybears123 on January 11, 2010, 10:12:45 PM
That's for you to do


Title: Re: Spelunky Gun Mods
Post by: ipwnu1337 on January 12, 2010, 07:40:23 PM
New build is up.

http://www.mediafire.com/?jm1wz2j3gtz

I've added the RPG. 'Twas fun trying to learn how to code it.


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: marsgreekgod on January 12, 2010, 09:31:43 PM
sweet!


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: ipwnu1337 on January 12, 2010, 10:01:37 PM
If you're wondering, I googled the RPG pic and shrunk and pixelized it.  It was gun.


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: marsgreekgod on January 12, 2010, 10:46:00 PM
you should change the sprite when it's not loaded.


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: Delver on January 13, 2010, 11:40:40 AM
Just a few things, for later version:

I would vote for the guns to spawn from crates, since it like supply's from other spelunkers (thats how I see it anyway). But the pots are great for easy access  :)

And of course Gun Shops, filled with glorious artillery  ;D  I could make a guide for adding shop-types if you like...


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: marsgreekgod on January 13, 2010, 11:48:01 AM
Yeah we need to make the guns a little... harder to come by.


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: ipwnu1337 on January 13, 2010, 02:14:00 PM
I'm thinking that I'm going to make individual weapon boxes.  I've got all the sprites, objects and spawn code ready, but I'm not so sure how to get stuff to spawn from weapon boxes.


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: Darkness3313 on January 13, 2010, 02:55:03 PM
I'm not sure if it was on purpose, but all of the guns can spawn from one pot.


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: ipwnu1337 on January 13, 2010, 03:11:33 PM
I know, I made it like that because I wanted to be able to test the new guns faster.


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: marsgreekgod on January 13, 2010, 03:18:19 PM
Is it a bug that if you swich from a gun with a long load time to a short one you have to wait for the long load time.


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: Darkness3313 on January 13, 2010, 03:38:43 PM
Kinda like what Mars said but, when I use an RPG, if I try to use a Scepter I have to wait for the RPG to reload.


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: ipwnu1337 on January 13, 2010, 04:34:00 PM
I guess it could be percieved as some kind of balance, even though it's a bug.

I'm leaving it alone for now.


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: marsgreekgod on January 13, 2010, 04:36:53 PM
I was wondering if you ment to do that.

If you ever get the source I well make rpg as much as you like mode.


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: ipwnu1337 on January 13, 2010, 04:38:34 PM
What's a "souse"?

I could easily make the RPG be able to fire every frame, I just don't want to.

What I've noticed that is really cool is that if you shoot the RPG to something around 2 squares ahead you you, you drop the RPG.

It makes sense when you think about it.


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: marsgreekgod on January 13, 2010, 04:40:12 PM
sorry, my school has a really weird spell check.

I know you could of made it like that and didn't want to. I want to do that. Thats why I said I would do it and not ask you to.

... you didn't make it do that?


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: ipwnu1337 on January 13, 2010, 04:41:28 PM
Nope.  I didn't code in the RPG cooldown making you inable to use the other guns, and I didn't code the RPG dropping when you shoot it too closely, if that's what your asking about.


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: Kirby on January 13, 2010, 06:09:54 PM
Wow. I made it to the City of gold in this version. Also my first time at city of gold. Must say, RPG is very useful.


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: gummybears123 on January 13, 2010, 09:42:38 PM
RPG IS AWESOME!!!


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: Kegluneq on January 13, 2010, 09:55:14 PM
Very good stuff so far! (though I still think the assault rifle needs to be altered)

You should have the ammo limits be rope (normal bullets) and bombs (explosive rounds like the rpg).
Of course, the laser would be limitless, but it should only be able to be found by coming across a psychic presence level!

Of course, this is just a suggestion and I'm sure you're not at that point anyway. Really I'd like it either way, but I'm just throwing out ideas.


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: marsgreekgod on January 13, 2010, 10:03:15 PM
ropes? really? ropes? they aren't that cheap and that doesn't make sense.


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: Kegluneq on January 13, 2010, 11:31:03 PM
yea i dunno, i just thought it was conveniently already there.
MGG makes a good point. you should make separate variables instead. But be sure to show them!


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: q0099 on January 14, 2010, 10:07:01 AM
Quote
Portal Gun
I double it!

Rope gun with hook
Frost gun (turns water to ice and lava to rock)


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: the_illusionist on January 14, 2010, 10:30:44 AM
Quote
Portal Gun
I triple it!

Also another suggestion is:
A weapon that could turn all the enemies go nuts like the people in this video (http://www.youtube.com/watch?v=kxMLvh4Tb6g)..


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: ipwnu1337 on January 14, 2010, 08:13:12 PM
Hrm.  I think the "Raining Bullets" Gun (From earlier in the thread.  Much earlier) would be feasible.  

I'll go work on that for now.


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: gummybears123 on January 14, 2010, 08:24:56 PM
Yay! But this mod is getting WAY TOO EASY ;D


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: ipwnu1337 on January 14, 2010, 08:30:39 PM
I'm working on weapon boxes, but I cannot get them to work >.>.


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: marsgreekgod on January 14, 2010, 08:32:15 PM
Oh... what seems to be wrong?


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: ipwnu1337 on January 14, 2010, 08:44:31 PM
I'm not so sure how to make them spawn items like crates.

I guess I could just make them breakable and spawn stuff.


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: marsgreekgod on January 14, 2010, 09:16:43 PM
... I was asking why you can't do that...


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: ipwnu1337 on January 14, 2010, 09:50:39 PM
Maybe I haven't spent enough time messing around with the code.

Or I don't know where to modify the code to have another crate-esque item.


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: marsgreekgod on January 14, 2010, 10:58:04 PM
copy all the code with ocreate and make it oBox? that drops guns? and ranomly spawns?


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: pmprog on January 15, 2010, 01:45:36 AM
Freeze Rifle : When it hits an enemy, it turns the tile into an ice block, but leaves them inside (so if you break it, they are released)

Teh Mutagen(tm) : When it hits an enemy, they change to a different type of enemy (at random).

I saw on a different thread you were wondering about how to do the rain gun. I have a couple of suggestions:

1. Go Midnight Resistance style, and just have several "raindrops" come down over the screen (regardless of scenery etc.) killing enemies it touches

2. Projectile fires straight up, and it spreads across the roof like this-
(http://www.pmprog.co.uk/crazycaver/raingun.gif)


Title: Re: Spelunky Gun Mod Version 3.7 - RPG released
Post by: ipwnu1337 on January 15, 2010, 09:26:55 PM
New build is up.

Enjoy the Iron Rain gun.

http://www.mediafire.com/?mfmx0j3jtey

Weapon Box will start in the next version.


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: grieck on January 15, 2010, 09:31:49 PM
awww, i have fun with the pots though


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: Kegluneq on January 15, 2010, 09:36:09 PM
Iron rain's pretty cool. But the firing animation poof thingy is too low.
And it'd probably be better if you could see the cluster thing go up. Give it a gray sprite like the bullets instead of a black one.


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: PureQuestion on January 15, 2010, 10:07:13 PM
Iron Rain is pretty awesome.


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for det
Post by: marsgreekgod on January 15, 2010, 10:17:39 PM
Iron rain RULES


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: gummybears123 on January 15, 2010, 10:45:03 PM
IT IS EPICALLY SUPERBLYEXTRAORDINARILYMONKEYDOCIOUSFANDANTASTICALLYFLIPPINGFUN


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for det
Post by: marsgreekgod on January 15, 2010, 10:57:01 PM
must.. kill all shopkeepers I see with iron rain..


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: gummybears123 on January 15, 2010, 10:57:49 PM
RPG is better though... and if you iron while jumping, you go flying to the ground


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: Kegluneq on January 15, 2010, 11:15:43 PM
but iron rain is much faster than rpg


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for det
Post by: marsgreekgod on January 15, 2010, 11:33:43 PM
Yeah I like the iron rain. And I like going flying into the ground, usefull.


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for det
Post by: Hayden on January 16, 2010, 12:27:53 AM
You should definately make a gun that ONLY kills ghosts. Or.. Better.. Make a "gun" that has the lantern's sprite, and when you pick it up and press the usual shoot button, it lights up dark rooms fully, kills ghosts, or does both if it's dark w/ ghost, but can only be used once per level. Hehe. That would be great.. It would limit your use of the whip, stop you from carrying items, and would be a pain to juggle, but evens it out for it's epic power.

Just a suggestion..
Anyway, the iron rain gun is sweeeet. Great job with that. Hehe. I'm starting to like all of these mods alot more than the original spelunky, and that's saying something. :D


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: Kegluneq on January 16, 2010, 01:51:45 PM
Ghostbusters!
Someone had to say it.


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for det
Post by: Sudonimus on January 16, 2010, 02:23:40 PM
Hehe. I'm starting to like all of these mods alot more than the original spelunky, and that's saying something. :D
...Wow. Just wow.
Read my thread about this.
I think it's called "about the mods"


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: gummybears123 on January 16, 2010, 08:30:29 PM
What's wrong with liking the mods more?  They are more fun, you gotta admit.  Don't take Derek's credit but have all the fun you want.....


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for det
Post by: Sudonimus on January 16, 2010, 08:44:39 PM
That's the thing.
Spelunky is awesome.
We wouldn't have our mods without Spelunky.
I already wrote this.


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: gummybears123 on January 16, 2010, 09:07:54 PM
Yea yea yada yada yada
We should credit Derek but you talk about it as if we shouldn't enjoy them


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for det
Post by: Hayden on January 17, 2010, 05:51:27 AM
Ghostbusters!
Someone had to say it.

Agreed. ;D
--
Anyway, I still think it'd be awesome for the gun i described above.
*English accent* As do I.
*German accent* Me too!
*Spanish accent* Oh, me too.

Well, I think it's settled. Ghost killing / room lighting gun up next. :D


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: ipwnu1337 on January 17, 2010, 09:27:17 AM
Who said this was a democracy? =P.

By the way, the next release will ONLY be the weapon boxes.

Just sayin'.


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: gummybears123 on January 17, 2010, 01:33:16 PM
I prefer heatseeker or something crazy like bazooka next


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: ipwnu1337 on January 17, 2010, 03:21:52 PM
THIS IS NOT A DEMOCRACY

WHEN WILL YOU GET THAT INTO YOUR HEAD >.>


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for det
Post by: marsgreekgod on January 17, 2010, 03:24:16 PM
This is a magedom.

thats a bad joke you won't get. don't ask.

but yeah ipwnu's mod. impwnu's rules. we should thank him for hearing out ideas ans makeing them

(iron rain is EPIC)


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: pmprog on January 17, 2010, 04:08:50 PM
I would like to request some form of indicator on reload time pls


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: gummybears123 on January 17, 2010, 09:03:27 PM
I know i know

Just suggesting


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: nudemanonbike on January 21, 2010, 03:22:27 PM
If it hasn't already been suggested, How about a flare gun?


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: gummybears123 on January 21, 2010, 05:16:55 PM
Sure, but that isnt as important

He promised me he'd make a gummy gun next week!


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: marsgreekgod on January 21, 2010, 06:05:33 PM
If it hasn't already been suggested, How about a flare gun?
How would that work? just shots flares?


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: gummybears123 on January 21, 2010, 06:17:05 PM
3 flares


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: marsgreekgod on January 21, 2010, 06:27:17 PM
and they just sit there? thats a quick path to lag


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: nudemanonbike on January 21, 2010, 08:03:43 PM
If you make them unlimited, yes,  However, You could make it hold 3 flares, and grabbing another adds a flare to the clip, Kinda like the bow and Arrow.

I was thinking it would be cool if you could make it appear instead of that fire box thing.


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for det
Post by: marsgreekgod on January 21, 2010, 08:20:21 PM
Oh that would work just fine, and I like it


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: gummybears123 on January 21, 2010, 09:46:54 PM
Nah... you should buy it....


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: ipwnu1337 on January 21, 2010, 10:18:32 PM
Got too much to do - Be back in a week or so at latest.

If anything is going to come out next, it's the weapon box.  Then whatever.


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: Arucard on January 22, 2010, 09:07:48 AM
Got too much to do - Be back in a week or so at latest.

If anything is going to come out next, it's the weapon box.  Then whatever.
So ammo will be limited after that? T'would be cool! ;)


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: gummybears123 on January 22, 2010, 04:02:46 PM
What makes you so busy?


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: ipwnu1337 on January 22, 2010, 08:32:51 PM
Not much, I'm just to lazy to work on it.


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: gummybears123 on January 22, 2010, 10:01:42 PM
Ahh.... well just keep your promise (you know what I'm talking about)


Title: Re: Spelunky Gun Mod Version 4.8 - Iron Rain released -- Read first post for details
Post by: ipwnu1337 on January 23, 2010, 11:36:13 AM
Worked on it for 30 minutes and got to work =)

New build: 5.6.

http://www.mediafire.com/?mmk0ygkhj3q

I've added the weapon box and a new, wimpy weapon.  I call it the peashooter.


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: marsgreekgod on January 23, 2010, 11:58:27 AM
um... you  can't open the boxes.


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: ipwnu1337 on January 23, 2010, 12:04:55 PM
You don't open them! You BREAK them!


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: gummybears123 on January 23, 2010, 12:10:25 PM
I found that out just now... make them openable


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: ipwnu1337 on January 23, 2010, 12:11:11 PM
Nah, I don't know how.  Just learn to whip them.  That'll break them.


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: gummybears123 on January 23, 2010, 12:17:30 PM
WTH!  PEASHOOTER DOES 1 DAMAGE!~


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: ipwnu1337 on January 23, 2010, 12:18:45 PM
ITS CALLED A PEASHOOTER FOR A REASON!


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: Darkness3313 on January 23, 2010, 12:27:18 PM
Pew Pew Pew!
I'll go check this out right now.


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: gummybears123 on January 23, 2010, 12:27:32 PM
-_-

What's next?


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: ipwnu1337 on January 23, 2010, 12:29:22 PM
Tranquilizer dart gun.

Go figure.


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: gummybears123 on January 23, 2010, 12:31:12 PM
Cool...

How much damage does it do?  And will you be able to throw the darts too?


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: Kirby on January 23, 2010, 12:31:23 PM
BLAH
This is such a great mod, but I hate the new version because I have either
A. Terrible Luck
B. You nerfed weapon boxes

I haven't encountered one gun but the peashooter. I robbed a shopkeeper with a pot just to get a gun. Honestly, I've opened about 30 boxes and only gotten peashooters.


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: ipwnu1337 on January 23, 2010, 12:32:21 PM
I'm thinking about that.

Methinks It won't do any damage, but will stun any and all enemies for a long time.


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: gummybears123 on January 23, 2010, 12:32:48 PM
HOw about snakes and spiders and monkeys and frogs?


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: Darkness3313 on January 23, 2010, 12:35:50 PM
In all honesty I think that you make the enemies stronger, as right now they are kinda easy to kill.
(Could I get the code for the Peashooter please?)


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: ipwnu1337 on January 23, 2010, 12:40:17 PM
Why would you want the code for the peashooter?
It's just like any of the other guns I've made.


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: Darkness3313 on January 23, 2010, 12:42:44 PM
I was thinking of working on a mod that's like Bionic Commando and a Peashooter was one of things I need for it. Its not nessicary but it would be cool to have it so its more like the game.


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: ipwnu1337 on January 23, 2010, 12:44:21 PM
You could just use the pistol >.>.


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: gummybears123 on January 23, 2010, 12:52:40 PM
Peashooter is pistol that does 1 damage right?


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: grieck on January 23, 2010, 02:05:36 PM
yes, but no stun


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: gummybears123 on January 23, 2010, 02:32:48 PM
That's for TG, not PEAshooter


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: grieck on January 23, 2010, 02:44:02 PM
Peashooter does not stun, Gummy. Otherwise it's like a pistol with a different sprite.


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: gummybears123 on January 23, 2010, 06:59:45 PM
I JUST SAID THAT

Peashooter does not stun, Gummy. Otherwise it's like a pistol with a different sprite.

That's for TG, not PEAshooter

STUNNING IS FOR TG! NOT PEASHOOTER!  I EVEN EMPHASIZED PEA!!!! JESUS!

READ! ;D


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: ipwnu1337 on January 23, 2010, 07:19:35 PM
TG?

What is a TG?


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: gummybears123 on January 23, 2010, 07:32:15 PM
TDG I should say.... tranquilzer gun


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: Kegluneq on January 24, 2010, 02:47:29 AM
Fun stuff!

But you should really up the enemy health (and possibly whip/jump damage with it), even the pea shooter makes normal enemies a breeze.


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: marsgreekgod on January 24, 2010, 02:54:52 AM
We should just add this hack to mine! that well make it all work out right?


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: Kegluneq on January 24, 2010, 03:02:45 AM
I'm not a big fan of the sniper rifle, really.
I mean, super fast bullets are nice and all, but they aren't that advantageous, and definitely not worth the super long cooldown.
It should be upgraded some how, like the ability to aim slightly or something.

Also, I think that the laser beams should be a bright green like the UFO, not that dull, dark green currently used.

And what's so special about it aside from being a laser? EDIT: oh it's, pretty powerful
It seems like it's just a slightly faster shooting pistol with no knockback.
Maybe the laser shots should go through enemies?

One last thing, and I'm sure you already know, but the shot poof isn't in the right spot for most of the guns.


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: ipwnu1337 on January 24, 2010, 09:14:06 AM
I know, I'm going to fix that soon.  Probably by the next build.


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: PureQuestion on January 24, 2010, 09:59:46 AM
And the RPG reload should be lowered just a bit. It's pretty ridiculous at the moment.


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: ipwnu1337 on January 24, 2010, 10:54:24 AM
How so?

As it is now, it's effectively a free bomb every 8.3 seconds =P.

Or would you rather me make it so it uses one of your bombs?


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: PureQuestion on January 24, 2010, 12:49:47 PM
It reloads every eight seconds? It feels more like half a minute.


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: Kirby on January 24, 2010, 01:04:12 PM
I still can't find any guns other than peashooter.
Also could the weapon box's color be brighter? The only way I see it is by the W.


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: ipwnu1337 on January 24, 2010, 04:06:55 PM
Okay, sure.  Maybe I'll make it red instead with a black W.


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: gummybears123 on January 24, 2010, 04:37:07 PM
I only see peashooter in the boxes :( is that the way its supposed to be?


Title: Re: Spelunky Gun Mod Version 6.4 - Weapon Boxen and Peashooter added.
Post by: ipwnu1337 on January 24, 2010, 04:42:09 PM
I've made the other guns spawn much more frequently.  I'll post the new build in a few minutes.

New build is up.

I've changed the color of weapon boxes and made them openable like regular crates.

http://www.mediafire.com/?qmtmdymz2j2


Title: Re: Spelunky Gun Mod Version 6.0 - Weapon Boxen changed dramatically
Post by: Kegluneq on January 24, 2010, 08:21:14 PM
Maybe you guys are just unlucky, so far I've gotten (last build, I'm trying the new one now) pea shooter, normal pistol, semi-auto smg, laser


Title: Re: Spelunky Gun Mod Version 6.0 - Weapon Boxen changed dramatically
Post by: gummybears123 on January 24, 2010, 08:37:04 PM
I STILL ONly GOT PEASHOOTER!!!


Title: Re: Spelunky Gun Mod Version 6.0 - Weapon Boxen changed dramatically
Post by: Kegluneq on January 24, 2010, 09:06:25 PM
You must have really horrible luck, seeing as I got 7 crates containing
Shotgun, pea shooter, pea shooter, pistol, sniper rifle, iron rain, iron rain.

Or maybe I'm just really lucky.

There should really be a reload indicator.


Title: Re: Spelunky Gun Mod Version 6.0 - Weapon Boxen changed dramatically
Post by: ipwnu1337 on January 24, 2010, 09:09:37 PM
I'll get to work on that.

Expect it by the next build.


Title: Re: Spelunky Gun Mod Version 6.0 - Weapon Boxen changed dramatically
Post by: Kirby on January 24, 2010, 09:12:05 PM
Sorry to nitpick, but i think Weapon Box isn't spelled Weapon Boxen

Unless you're making a play on words involving Brian Reegan.


Title: Re: Spelunky Gun Mod Version 6.0 - Weapon Boxen changed dramatically
Post by: ipwnu1337 on January 24, 2010, 09:17:01 PM
You know how the plural for ox is oxen?

I insist that it be followed.


Title: Re: Spelunky Gun Mod Version 6.0 - Weapon Boxen changed dramatically
Post by: PureQuestion on January 25, 2010, 06:47:49 PM
You know how the plural for ox is oxen?

I insist that it be followed.

I'm sorry, are you trying to apply consistency to the English language?


Title: Re: Spelunky Gun Mod Version 6.0 - Weapon Boxen changed dramatically
Post by: ipwnu1337 on January 25, 2010, 06:49:34 PM
Of course!  Even though it goes against the rules of the language!


Title: Re: Spelunky Gun Mod Version 6.0 - Weapon Boxen changed dramatically
Post by: PureQuestion on January 25, 2010, 06:50:42 PM
But yeah, stop being silly. And ripping off Kingdom of Loathing.


Title: Re: Spelunky Gun Mod Version 6.0 - Weapon Boxen changed dramatically
Post by: Kegluneq on January 25, 2010, 06:52:47 PM
Yea, I really hate English. Even if it is my first language.


Title: Re: Spelunky Gun Mod Version 6.0 - Weapon Boxen changed dramatically
Post by: ipwnu1337 on January 25, 2010, 07:00:13 PM
But yeah, stop being silly. And ripping off Kingdom of Loathing.

So, what?


Title: Re: Spelunky Gun Mod Version 6.0 - Weapon Boxen changed dramatically
Post by: eguee on January 26, 2010, 03:08:28 AM
Yay!


Title: Re: Spelunky Gun Mod Version 6.0 - Weapon Boxen changed dramatically
Post by: gummybears123 on January 27, 2010, 07:30:39 AM
What are you making next?


Title: Re: Spelunky Gun Mod Version 6.0 - Weapon Boxen changed dramatically
Post by: glitterati on January 28, 2010, 10:26:55 AM
Yo, can somebody mirror this? mediafire aint working on this file for some reason


Title: Re: Spelunky Gun Mod Version 6.0 - Weapon Boxen changed dramatically
Post by: ipwnu1337 on February 03, 2010, 09:17:04 PM
I'll just go bump this right now.

Don't worry, peoples, i have two guns ready to roll out (once the bug fixing and testing is completed).


Title: Re: Spelunky Gun Mod Version 6.0 - Weapon Boxes hanged dramatically
Post by: marsgreekgod on February 03, 2010, 09:42:10 PM
sweet glad to hear it!

asking what they are would be useless no?


Title: Re: Spelunky Gun Mod Version 6.0 - Weapon Boxen changed dramatically
Post by: ipwnu1337 on February 03, 2010, 10:00:21 PM
Well, not really.

One is a homing missile.  And the other is the tranqulizer dart gun.

Funny thing happened today.  I was testing out the homing missile and it ended up being a chain lightning of explosions.

I'm making a new gun out of that.


Title: Re: Spelunky Gun Mod Version 6.0 - Weapon Boxen changed dramatically
Post by: gummybears123 on February 03, 2010, 10:46:58 PM
You are using the scepter thing right?


Title: Re: Spelunky Gun Mod Version 6.0 - Weapon Boxes changed dramatically
Post by: marsgreekgod on February 03, 2010, 11:47:16 PM
Well, not really.

One is a homing missile.  And the other is the tranqulizer dart gun.

Funny thing happened today.  I was testing out the homing missile and it ended up being a chain lightning of explosions.

I'm making a new gun out of that.
That sounds... epic.



Title: Re: Spelunky Gun Mod Version 6.0 - Weapon Boxen changed dramatically
Post by: gummybears123 on February 04, 2010, 03:29:23 PM
he told me all about it in school...

You should have posted the messed up version anyway!


Title: Re: Spelunky Gun Mod Version 6.0 - Weapon Boxen changed dramatically
Post by: ipwnu1337 on February 04, 2010, 05:42:21 PM
Gragh.  The chain lightning thing turned out to be much longer and harder to code than I thought. 

And the bugs are harder to fix than I thought, too.

It's going to take quite some more time, sadly.


Title: Re: Spelunky Gun Mod Version 6.0 - Weapon Boxen changed dramatically
Post by: ipwnu1337 on February 04, 2010, 06:18:48 PM
Double post I know, but oh well.

New build is up.

Added tranquilizer dart guns and the Ballistae missile launcher.  I've also nerfed the RPG by giving it a smaller explosion and not allowing it to destroy blocks.  However, it spawns more often now and fires much faster.
Tranquilizer dart guns are meant for people.  Of course, you can't stun frogs and the such.


Title: Re: Spelunky Gun Mod Build 7.0 - Ballistae & Tranquilizer darts added
Post by: Kirby on February 04, 2010, 06:43:45 PM
New guns are pretty cool, but I liked the old RPG better.


Title: Re: Spelunky Gun Mod Build 7.0 - Ballistae & Tranquilizer darts added
Post by: gummybears123 on February 04, 2010, 08:28:14 PM
GREAT JOB!!! NICE GUNS!!!


Title: Re: Spelunky Gun Mod Build 7.0 - Ballistae & Tranquilizer darts added
Post by: Hayden on February 04, 2010, 10:59:29 PM
Hmm. I'll try this later, see if I find them. P.S - Is it normal for the laser gun to spawn more than the peashooter, or am I just really lucky?

Edit: Bug? Tranquilizer doesn't stun man-eating plant.


Title: Re: Spelunky Gun Mod Build 7.0 - Ballistae & Tranquilizer darts added
Post by: Kegluneq on February 04, 2010, 11:22:37 PM
Still no reload indicator =(
Not a fan of the new rocket launcher. Inability to destroy tiles I can accept, but the explosion is so small! Maybe something in between that and the regular explosions would be best.


Title: Re: Spelunky Gun Mod Build 7.0 - Ballistae & Tranquilizer darts added
Post by: marsgreekgod on February 04, 2010, 11:29:31 PM
I can't find one new gun at all :(


Title: Re: Spelunky Gun Mod Build 7.0 - Ballistae & Tranquilizer darts added
Post by: gummybears123 on February 05, 2010, 11:44:49 AM
Still no reload indicator =(
Not a fan of the new rocket launcher. Inability to destroy tiles I can accept, but the explosion is so small! Maybe something in between that and the regular explosions would be best.

Agreed, make the explosion bigger.

I can't find one new gun at all :(
I found both in one game


Title: Re: Spelunky Gun Mod Build 7.0 - Ballistae & Tranquilizer darts added
Post by: Kirby on February 07, 2010, 05:33:17 PM
Glitch: When you go through a  level with the Ballistae (Black with green on the end?) it drops it, and if you pick it up and there's a store on the level it's considered stolen.

EDIT: Another glitch. While holding Ballistae, if you switch to bombs and try to throw it it just drops infinite ballistaes.


Title: Re: Spelunky Gun Mod Build 7.0 - Ballistae & Tranquilizer darts added
Post by: ipwnu1337 on February 07, 2010, 08:14:18 PM
That's wierd.

The exact same thing happened when I was making the sniper rifle for the first time, but it disappeared in later versions for some reason.

I'll need to look into it.


Title: Re: Spelunky Gun Mod Build 7.0 - Ballistae & Tranquilizer darts added
Post by: gummybears123 on February 07, 2010, 09:04:25 PM
I noticed the same thing.... at least the first one....

Ipwnu, did it go away by itself or did you do something but you're not sure which action caused it to go away?


Title: Re: Spelunky Gun Mod Build 7.0 - Ballistae & Tranquilizer darts added
Post by: ipwnu1337 on February 07, 2010, 09:17:43 PM
It went away for some reason that I'm not aware of.  I really don't know.


Title: Re: Spelunky Gun Mod Build 7.0 - Ballistae & Tranquilizer darts added
Post by: gummybears123 on February 08, 2010, 03:56:10 PM
That's not what I meant, did you do nothing and it went away or did you do alot of things and you're not sure which fixed it?


Title: Re: Spelunky Gun Mod Build 7.0 - Ballistae & Tranquilizer darts added
Post by: ipwnu1337 on February 08, 2010, 03:57:33 PM
Okay then, let me lay this out for you:

I fixed it somehow, but I'm not sure what fixed it in the first place.  Maybe I was fixing something else and accidentally fixed the problem.


Title: Re: Spelunky Gun Mod Build 7.0 - Ballistae & Tranquilizer darts added
Post by: ipwnu1337 on February 14, 2010, 08:31:55 PM
I'm going to take a break from this specific mod in order to work on other projects.  Sorry, but I've pretty much hit a dead end for this mod right now.  I may or may not continue to work on this in the future.

Sorry, fans, but Spelunky Gun Mod is on haitus.


Title: Re: Spelunky Gun Mod - On Haitus - Updates will resume at a later date
Post by: Sudonimus on February 16, 2010, 05:56:07 PM
Oh-kay-doh-kay.
Don't kill yourself in the midst.


Title: Re: Spelunky Gun Mod - On Haitus - Updates will resume at a later date
Post by: gummybears123 on February 17, 2010, 10:27:16 PM
I'm going to take a break from this specific mod in order to work on other projects.  Sorry, but I've pretty much hit a dead end for this mod right now.  I may or may not continue to work on this in the future.

Sorry, fans, but Spelunky Gun Mod is on haitus.

Medieval Spelunky?


Title: Re: Spelunky Gun Mod - On Haitus - Updates will resume at a later date
Post by: Audioworm on February 21, 2010, 02:28:37 PM
I'm going to take a break from this specific mod in order to work on other projects.  Sorry, but I've pretty much hit a dead end for this mod right now.  I may or may not continue to work on this in the future.

Sorry, fans, but Spelunky Gun Mod is on haitus.

Medieval Spelunky?

Holy crap. Medieval Spelunky would be epic.


Title: Re: Spelunky Gun Mod - On Haitus - Updates will resume at a later date
Post by: smokcheez on February 23, 2010, 03:10:22 PM
Methinks the SMG is TOTALLY AWESOME :o! *mashes x button while playing*


Title: Re: Spelunky Gun Mod - On Haitus - Updates will resume at a later date
Post by: Sudonimus on February 23, 2010, 03:36:23 PM
I think all the nerfing was bad.


Title: Re: Spelunky Gun Mod - On Haitus - Updates will resume at a later date
Post by: marsgreekgod on February 23, 2010, 06:03:39 PM
I really wish we could test all the guns in the level editor. after 6 hours of playing I only saw types 3 of guns.


Title: Re: Spelunky Gun Mod - On Haitus - Updates will resume at a later date
Post by: gummybears123 on February 23, 2010, 10:39:31 PM
I think all the nerfing was bad.

Hear hear, and

I really wish we could test all the guns in the level editor. after 6 hours of playing I only saw types 3 of guns.

I agree, but I saw all the guns in only 30 minutes


Title: Re: Spelunky Gun Mod - On Haitus - Updates will resume at a later date
Post by: smokcheez on February 24, 2010, 02:56:33 PM
The smg and assault rifle doesn't stun shopkeepers, which is annoying.


Title: Re: Spelunky Gun Mod - On Haitus - Updates will resume at a later date
Post by: Sudonimus on February 24, 2010, 03:54:31 PM
Medieval Spelunky would be epic.
Instead of Shopkeeper, maybe the executioner guy?
Or, in a more Shopkeeper sense, maybe like a... a... I forget what it's called.


Title: Re: Spelunky Gun Mod - On Haitus - Updates will resume at a later date
Post by: DungeonPheonix on February 24, 2010, 03:58:22 PM
An apothecary?


Title: Re: Spelunky Gun Mod - On Haitus - Updates will resume at a later date
Post by: Sudonimus on February 24, 2010, 04:27:45 PM
I. Have. No. Idea.
And the altar would be a... just throwing out an idea, it probably doesn't work at ALL, a church?
And maybe cultists would be priests...
Oh my god This is going wrong.


Title: Re: Spelunky Gun Mod - On Haitus - Updates will resume at a later date
Post by: gummybears123 on February 24, 2010, 07:34:12 PM
Ask Ipwnu, he told me he might do medieval at school


Title: Re: Spelunky Gun Mod - On Haitus - Updates will resume at a later date
Post by: ipwnu1337 on February 24, 2010, 07:35:50 PM
The smg and assault rifle doesn't stun shopkeepers, which is annoying.

It's designed that way.


Title: Re: Spelunky Gun Mod - On Haitus - Updates will resume at a later date
Post by: gummybears123 on February 24, 2010, 07:38:24 PM
I dont think any of the new guns stun the shopkeeper. right?


Title: Re: Spelunky Gun Mod - On Haitus - Updates will resume at a later date
Post by: smokcheez on February 27, 2010, 02:12:50 PM
Gummi, thats what I said. 


Title: Re: Spelunky Gun Mod - On Haitus - Updates will resume at a later date
Post by: gummybears123 on February 27, 2010, 02:15:57 PM
You only said smg and assault rifle.......... there is rpg, laser gun, iron rain...etc