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Games => Bugs/Suggestions => Topic started by: goombapatrol on January 09, 2010, 08:54:51 PM



Title: a few possible bugs
Post by: goombapatrol on January 09, 2010, 08:54:51 PM
well, i haven't really had much of a chance to browse through the rest of the bugs, but i think i've found one or two.
firstly, after charging up the bow all the way, spelunky automatically runs. i don't know if this is the intended behavior, but it doesn't seem right. make me want to use the bow even less.
second, this: http://www.youtube.com/watch?v=xO-S5TwOGgA
color's a bit off, but you get the picture. graphical glitch, but one nonetheless.

lastly, i noticed that when i jump onto a rope (or anything hanging e.g. vine) while holding shift to run, my character remains running after i jump into the air. this is rather annoying, but not too critical.

love the game, you've done fantastic work!

also, one quick question, before i forget.
where is the game's saved data stored? i would like to play this game with my sibling without having our scores collide. making a new folder for the game did not work, is there a hidden/registry file that stores the data? (one i could back up) appreciated.


Title: Re: a few possible bugs
Post by: Darkness3313 on January 09, 2010, 08:57:13 PM
Which Version are you playing?

Also, Put your brothers version into a different folder altogether.


Title: Re: a few possible bugs
Post by: goombapatrol on January 09, 2010, 09:26:45 PM
well, i tried that.
made a separate folder and killed myself a few times.
the death count also went up on my own.

playing 1.1 (just got it about a week ago)


Title: Re: a few possible bugs
Post by: marsgreekgod on January 09, 2010, 09:27:04 PM
putting your brothers version in a new folder won't help it saves in the regestory, there isn't much you can do about it. sorry.

he is playing 1.1 you can tell becuse of the ice.



Title: Re: a few possible bugs
Post by: goombapatrol on January 09, 2010, 09:27:34 PM
oh well, thanks anyways. (do you know what registry file this is?)

maybe a future update could allow for multiple save files?


Title: Re: a few possible bugs
Post by: marsgreekgod on January 09, 2010, 09:35:27 PM
I don't think so, just take it and don't worry about it to much. (or use the text you get to save your kills and move it out when he plays so he can have is own, so you can know at least how many is each person)


Title: Re: a few possible bugs
Post by: Arucard on January 10, 2010, 07:27:56 AM
Won't the number of kills still be saved in the registry though? So it will add them together on the next play.
Also that hanging run bug works whenever you leave the ground in a run, until you hit the ground again. Meaning hanging, (rope, vine, corner) swimming, etc.
Watch this (http://www.youtube.com/user/ARUCARDFTEPES#p/u/9/mj-17h0Drx8), the second half of the video shows the running bug (though it's from an earlier version, it still exists the same way.)


Title: Re: a few possible bugs
Post by: marsgreekgod on January 10, 2010, 11:49:09 AM
Won't the number of kills still be saved in the registry though? So it will add them together on the next play.
Also that hanging run bug works whenever you leave the ground in a run, until you hit the ground again. Meaning hanging, (rope, vine, corner) swimming, etc.
Watch this (http://www.youtube.com/user/ARUCARDFTEPES#p/u/9/mj-17h0Drx8), the second half of the video shows the running bug (though it's from an earlier version, it still exists the same way.)
It well, but it's for there own record.


Title: Re: a few possible bugs
Post by: goombapatrol on January 10, 2010, 05:50:20 PM
how about the bow? is that a bug?


Title: Re: a few possible bugs
Post by: Arucard on January 11, 2010, 09:03:35 AM
Yes, but it's been reported and not fixed yet. Either he's not really concerned with it, or it's too hard coded to be worth fixing or something.


Title: Re: a few possible bugs
Post by: DariusK on January 11, 2010, 10:24:05 AM
how about the bow? is that a bug?
The problem with that bug is... how would you design the fix to it? There are three action buttons in Spelunky.

Z: jump
X: attack/use/run
C: switch item

You have to hold down X in order to charge up the bow. But holding down X also makes you run. That's just how it works, and it makes sense to have the X button do both things it's supposed to. There are two options I can see:

- This would be rather inelegant: adding a separate button for running or for charging up the bow.
- Make is that you can't run while charging the bow. I guess this is sort of "realistic" in that you probably couldn't run around with a fully charged bow. But it might take away some strategies where you'd want to run with a charged bow (getting the drop on a boss with a bomb arrow, for example).

As an aside, I use the "down to run" option so I *do* have a separate run button, but not everyone has that and I understand Derek's desire to keep the controls elegant.


Title: Re: a few possible bugs
Post by: marsgreekgod on January 11, 2010, 11:01:36 AM
DariusK

Um... there are more actions buttons... i have a run and attack button?


Title: Re: a few possible bugs
Post by: DariusK on January 11, 2010, 11:13:12 AM
DariusK

Um... there are more actions buttons... i have a run and attack button?
You're right... I was just thinking of the only buttons I ever use. Still, the fact is that it would be an inelegant solution to make the holding down the action button not also cause you to run at the same time in the singular case of the arrow charging.


Title: Re: a few possible bugs
Post by: goombapatrol on January 11, 2010, 07:55:41 PM
oh wow, i totally didn't realize that holding 'x' made you run.
i always stuck to using shift. makes a whole lot more sense now.

even if he doesn't 'fix' it, maybe he could add an option in config to 'disable run with x'?


Title: Re: a few possible bugs
Post by: gummybears123 on January 11, 2010, 08:00:24 PM
Wow, I never noticed that either...


Title: Re: a few possible bugs
Post by: marsgreekgod on January 11, 2010, 09:39:33 PM
oh wow, i totally didn't realize that holding 'x' made you run.
i always stuck to using shift. makes a whole lot more sense now.

even if he doesn't 'fix' it, maybe he could add an option in config to 'disable run with x'?
Yes. change the button to say, Q


Title: Re: a few possible bugs
Post by: gummybears123 on January 11, 2010, 10:05:26 PM
How come there are 2 run buttons now?


Title: Re: a few possible bugs
Post by: marsgreekgod on January 11, 2010, 10:42:21 PM
What do you mean?


Title: Re: a few possible bugs
Post by: Arucard on January 12, 2010, 07:21:05 AM
I think he means if you disable run with X to change it to Q, then shift and Q will both run.
It makes sense to me to simply remove the run with X all together, does anyone use it consistently?


Title: Re: a few possible bugs
Post by: marsgreekgod on January 12, 2010, 11:39:30 AM
You can run with shift?


Title: Re: a few possible bugs
Post by: gummybears123 on January 12, 2010, 09:27:45 PM
Yes, its default isnt it?


Title: Re: a few possible bugs
Post by: marsgreekgod on January 12, 2010, 09:36:05 PM
I don't even know the defaults anymore.


Title: Re: a few possible bugs
Post by: gummybears123 on January 12, 2010, 09:46:46 PM
Well, shift runs for default


Title: Re: a few possible bugs
Post by: Arucard on January 13, 2010, 11:15:09 AM
So Mars, do you use action or down to run? Or did you just reconfigure?


Title: Re: a few possible bugs
Post by: marsgreekgod on January 13, 2010, 11:20:38 AM
z attack x jump c run v change items a bombs s ropes d buy things.

no down to run.


Title: Re: a few possible bugs
Post by: DariusK on January 13, 2010, 02:09:32 PM
lastly, i noticed that when i jump onto a rope (or anything hanging e.g. vine) while holding shift to run, my character remains running after i jump into the air. this is rather annoying, but not too critical.
I was looking into this bug and couldn't reproduce it. What I think is happening is there's an issue with your keyboard.  Certain keyboards will only read a certain number of buttons at the same time, and sometimes that depends on which buttons you're pressing. So while pressing right, then X, then up might work, pressing right+shift and then up might not actually catch the "up" input.

I have this problem on a laptop of mine, Spelunky is pretty much unplayable with my usual key configuration because I can't use down to run and jump at the same time.

Sadly this is a hardware problem and will be an issue with any game you play. I recommend either remapping the keys (annoying, I know) or getting a new keyboard if possible (preferably testing it first to make sure it works).


Title: Re: a few possible bugs
Post by: Arucard on January 14, 2010, 06:45:49 AM
He just meant the speed right? That doesn't happen to you Daruis? Grab a corner while running, then jump off and you go at the running speed rather than normal. I use it to cross the (now) treacherous monkey-spike pits, if this is ever fixed I'm boned.


Title: Re: a few possible bugs
Post by: DariusK on January 14, 2010, 10:58:19 AM
Oh, well if that's what he meant... the preservation of momentum like that is weird but I am not sure it's a bug worth fixing! It's actually kind of a neat trick.


Title: Re: a few possible bugs
Post by: Arucard on January 14, 2010, 03:33:58 PM
I guess it's one of those things that you don't want real world physics penetrating the game world for. (I already suggested it's fix in your patch topic, so I guess ignore it if you really don't want to change it!)


Title: Re: a few possible bugs
Post by: gummybears123 on January 14, 2010, 08:09:57 PM
If physics entered the game world... games would STINK


Title: Re: a few possible bugs
Post by: marsgreekgod on January 14, 2010, 08:34:31 PM
clearly you never heard of HAVOC.

Also if there where no physics games would suck because... well there are no rules. games need game physics.


Title: Re: a few possible bugs
Post by: gummybears123 on January 14, 2010, 10:10:51 PM
You know what I meant...


Title: Re: a few possible bugs
Post by: marsgreekgod on January 14, 2010, 10:36:59 PM
I like a lot of games based on real word physics to.


Title: Re: a few possible bugs
Post by: gummybears123 on January 15, 2010, 03:00:37 PM
All games are based at least a little on real world physics....

But I don't know any that are totally based on them, otherwise... they wouldn't be games!


Title: Re: a few possible bugs
Post by: marsgreekgod on January 15, 2010, 04:34:20 PM
Lets say the real answer is somewhere in the middle of the two, and leave it at that, ok?


Title: Re: a few possible bugs
Post by: gummybears123 on January 15, 2010, 10:28:35 PM
There should be a rule that if there is a thread left alone for more than 30 days, it automatically locks itself..... unless requested not to


Title: Re: a few possible bugs
Post by: marsgreekgod on January 15, 2010, 11:03:33 PM
Nercoing topics is fun. so.. no.


Title: Re: a few possible bugs
Post by: gummybears123 on January 16, 2010, 10:03:35 AM
Nercoing?


Title: Re: a few possible bugs
Post by: goombapatrol on January 20, 2010, 07:59:52 PM
oh wow, i totally didn't realize that holding 'x' made you run.
i always stuck to using shift. makes a whole lot more sense now.

even if he doesn't 'fix' it, maybe he could add an option in config to 'disable run with x'?
Yes. change the button to say, Q

how would that help?
the fact that holding the button down (no matter where it's mapped) makes you run is the annoyance.

shift is sufficient enough for run (at least for most people). an option to disable this would make both parties happy.


He just meant the speed right? That doesn't happen to you Daruis? Grab a corner while running, then jump off and you go at the running speed rather than normal. I use it to cross the (now) treacherous monkey-spike pits, if this is ever fixed I'm boned.

i do agree that it makes those a lot easier, but if it wasn't intended...
..plus, i've had the bug kill me a few times when it shouldn't have.
(and yes, i meant the momentum, not the run itself. thanks for clearing that up.)