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Games => Source => Topic started by: marsgreekgod on March 05, 2010, 10:44:06 PM



Title: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on March 05, 2010, 10:44:06 PM
NEWST VERSON DEMO: http://www.mediafire.com/?o39ulecuz7s39s3

----ALL this stuff is a year old -----------------------------------------------
This is a total (ground up) remake of evil death, with the common man in mind.
Upgraded bad guys and traps!
Good and evil versions of all bad guys.
New powerful items!
New gold!
Tricks!
Oh my God what is that?
More traps!
Upgraded traps!
? ? ?
? ? ?
Does that guy have a sniper rifle!? thats so not fair.
? ? ?
? ? ?
? ? ?
Wait he drops the sniper? SWEET.
? ? ?
? ? ?

(http://img14.imageshack.us/img14/2673/evildark.th.png) (http://img14.imageshack.us/i/evildark.png/)
Great. Evil bad guys are hard.

(http://img90.imageshack.us/img90/3466/burninglight.th.png) (http://img90.imageshack.us/i/burninglight.png/)
All good bad guys. this is going to be fun.

(http://img24.imageshack.us/img24/2640/websf.th.png) (http://img24.imageshack.us/i/websf.png/)
Good spiders know how to shoot web.

(http://img51.imageshack.us/img51/7365/goingtosuck.th.png) (http://img51.imageshack.us/i/goingtosuck.png/)
This is going to suck.

(http://img148.imageshack.us/img148/5315/bats.th.png) (http://img148.imageshack.us/i/bats.png/)
Yeah.. this sucks.


Title: Re: The gates of hell spelunky (IE fair evil death)
Post by: halibabica on March 05, 2010, 11:00:54 PM
What is it with you and gates?


Title: Re: The gates of hell spelunky (IE fair evil death)
Post by: grieck on March 05, 2010, 11:04:22 PM
Plan on releasing it? Or is it just not yet finished?


Title: Re: The gates of hell spelunky (IE fair evil death)
Post by: marsgreekgod on March 05, 2010, 11:17:21 PM
What is it with you and gates?
I like gates ok?
Plan on releasing it? Or is it just not yet finished?
It's still being worked on feel free to add ideas and comments.


Title: Re: The gates of hell spelunky (IE fair evil death)
Post by: Kegluneq on March 05, 2010, 11:38:52 PM
Seeks.
Its spelled seeks.

PLEASE proof-read what you do!


Title: Re: The gates of hell spelunky (IE fair evil death)
Post by: marsgreekgod on March 05, 2010, 11:42:02 PM
Updated, and sorry : (


Title: Re: The gates of hell spelunky (IE fair evil death)
Post by: Kegluneq on March 05, 2010, 11:44:36 PM
Thank you.


Title: Re: The gates of hell spelunky (IE fair evil death)
Post by: marsgreekgod on March 05, 2010, 11:46:10 PM
So yeah I am looking for ideas, for good an evil upgrades, mostly for the human style bad guys (Evil is brute force, good is tricky)


Title: Re: The gates of hell spelunky (IE fair evil death)
Post by: gummybears123 on March 06, 2010, 12:42:20 PM
The shopkeeper has a LASER CANNON?!


Title: Re: The gates of hell spelunky (IE fair evil death)
Post by: marsgreekgod on March 06, 2010, 12:44:56 PM
What? I can't make new bad guys? it has to be the shopkeeper?


Title: Re: The gates of hell spelunky (IE fair evil death)
Post by: gummybears123 on March 06, 2010, 12:55:18 PM
So............. cavemen with shotguns?  Cave-civillians with machine pistols?  Snakes with laser guns?


Title: Re: The gates of hell spelunky (IE fair evil death)
Post by: marsgreekgod on March 06, 2010, 12:58:20 PM
So............. cavemen with shotguns?  Cave-civillians with machine pistols?  Snakes with laser guns?
I said NEW BAD GUYS.

as in not cavemen. not snakes, not even tomb lords


Title: Re: The gates of hell spelunky (IE fair evil death)
Post by: gummybears123 on March 06, 2010, 12:59:58 PM
That's AWESOME!!!!!!! I ALWAYS WANTED NEW ONES!!!! Did you make any of my SUGGESTIONS?


Title: Re: The gates of hell spelunky (IE fair evil death)
Post by: marsgreekgod on March 06, 2010, 01:15:07 PM
Maybe? let see...

no not yet.


Title: Re: The gates of hell spelunky (IE fair evil death)
Post by: Sudonimus on March 06, 2010, 06:10:34 PM
So what do good guys do?
Give you life?
Attack other bad guys?


Title: Re: The gates of hell spelunky (IE fair evil death)
Post by: marsgreekgod on March 06, 2010, 06:28:36 PM
So what do good guys do?
Give you life?
Attack other bad guys?
No, they murder evil people like you.


Title: Re: The gates of hell spelunky (IE fair evil death)
Post by: gummybears123 on March 06, 2010, 06:40:14 PM
So what do the bad guys do?


Title: Re: The gates of hell spelunky (IE fair evil death)
Post by: vulture527 on March 30, 2010, 07:09:27 AM
Release? Code? Demo? Anything to play with. heck I'll just screen shots if you got em.


Title: Re: The gates of hell spelunky (IE fair evil death)
Post by: marsgreekgod on April 04, 2010, 10:09:05 AM
Turns out I suck at remembering screen shots! I'll do that now!

Anyway, I am looking for weapons and items that you would like to have to help you in the gates of hell.

(http://img521.imageshack.us/img521/2690/screenshot213e.png) (http://img521.imageshack.us/i/screenshot213e.png/)

(http://img100.imageshack.us/img100/7676/screenshot215.png) (http://img100.imageshack.us/i/screenshot215.png/)

(http://img17.imageshack.us/img17/9902/screenshot227c.png) (http://img17.imageshack.us/i/screenshot227c.png/)

(http://img688.imageshack.us/img688/2623/screenshot228.png) (http://img688.imageshack.us/i/screenshot228.png/)

(http://img87.imageshack.us/img87/2456/screenshot229.png) (http://img87.imageshack.us/i/screenshot229.png/)

(http://img694.imageshack.us/img694/261/screenshot230.png) (http://img694.imageshack.us/i/screenshot230.png/)

(http://img51.imageshack.us/img51/4517/screenshot231m.png) (http://img51.imageshack.us/i/screenshot231m.png/)

(http://img169.imageshack.us/img169/3149/screenshot232.png) (http://img169.imageshack.us/i/screenshot232.png/)



Title: Re: The gates of hell spelunky (IE fair evil death)
Post by: halibabica on April 04, 2010, 08:05:09 PM
I like how holy foes bleed blue.

Also, I do believe I just saw a Caveman with a Shotgun.  8)


Title: Re: The gates of hell spelunky (IE fair evil death)
Post by: marsgreekgod on April 04, 2010, 08:07:00 PM
I like how holy foes bleed blue.

Also, I do believe I just saw a Caveman with a Shotgun.  8)
Holy foes don't bleed blue... everything has an upgraded version. Even spikes.

And you did.

What tell you see what  hawk men can have.


Title: Re: The gates of hell spelunky (IE fair evil death)
Post by: Known & Unknown on April 05, 2010, 05:42:41 AM
let me guess, scepteres?
I bet so


Title: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on April 10, 2010, 07:40:34 PM
let me guess, scepteres?
I bet so

That would be to nice.

-------
BUMP

anyway, updating the level editor to make you pick what type of trap and or bad guy is in there, but I need more upgraded items to help you out in the level. any ideas? anyone?


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: Audioworm on April 10, 2010, 08:13:26 PM
Upgraded weapons?

Hmmm..

Explosive Pistol
A pistol with explosive bullets. Self-explaining, really.

Auto Pistol
A pistol that can shoot WAY more fast.

Mega Jetpack

A jetpack that has less fuel but makes you go up WAY faster.

That's all I got.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on April 10, 2010, 08:15:47 PM
Upgraded weapons?

Hmmm..

Explosive Pistol
A pistol with explosive bullets. Self-explaining, really.

Auto Pistol
A pistol that can shoot WAY more fast.

Mega Jetpack

A jetpack that has less fuel but makes you go up WAY faster.

That's all I got.
I can do all that. But where would you get these items?


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: ipwnu1337 on April 11, 2010, 10:09:13 AM
You could take some ideas from my Gun Mod.  I'm not complaining =P.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on April 11, 2010, 11:30:57 AM
You could take some ideas from my Gun Mod.  I'm not complaining =P.
I could if I remembered them... and where would I add all the guns? I am not just giving away them for free.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: ipwnu1337 on April 11, 2010, 10:00:53 PM
Hide them in rare boxes?
Put them in locked crates that require money to open?
Make enemies gave them and use them?


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on April 12, 2010, 09:49:47 AM
Hide them in rare boxes?
Put them in locked crates that require money to open?
Make enemies gave them and use them?
Hmm.. any chance I can have a look at the gun mod code?


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: ipwnu1337 on April 12, 2010, 05:53:51 PM
Why would you need it?  There's not much in it.  It's just mixing around numbers and adding objects.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on April 12, 2010, 05:57:23 PM
Why would you need it?  There's not much in it.  It's just mixing around numbers and adding objects.
It would make it faster. If you don't want to it's cool


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: Necroscope on April 14, 2010, 04:25:50 PM
mabey add a new shop where you physicly pick up upgrades.

Mines?

A flamethrower that can explode (5 second delay for you too drop)

all i go at the moment


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on April 14, 2010, 05:15:58 PM
mabey add a new shop where you physicly pick up upgrades.

Mines?

A flamethrower that can explode (5 second delay for you too drop)

all i go at the moment
I don't understand what you are saying. what upgrades? why would the flame thrower blow up? what would mines do?


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: Necroscope on April 15, 2010, 07:31:51 AM
Sorry, I saw a while back that somone pointed out where would you get upgrades , i fogot to quote it before sugestign a shop for it.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on April 15, 2010, 10:01:54 AM
Sorry, I saw a while back that somone pointed out where would you get upgrades , i fogot to quote it before sugestign a shop for it.
... (his spelling is worse then mine...)

so.. you never really answered my questions.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: Necroscope on April 15, 2010, 10:51:47 AM

[/quote]
I don't understand what you are saying. what upgrades? why would the flame thrower blow up? what would mines do?
[/quote]

Mines would be laid on the ground and explode when anything lands on them, creatign a blast radius of 2 squares.

Upgrades (such as the explosive pistol mentioned earler), sorry this was my misreadign ¬¬.

The flamthrower would be liek the matlok, every time you used it (say fired it for a half second) it had a chance of turnign red and explodign 5 secodns later.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on April 15, 2010, 10:56:35 AM
Please. please, take the time to run your things you say threw a spell check

and I wouldn't call an explosive pistol an upgrade, that is more of an item. the mines would be intersting... but I am not sure how to put them in the game.

-----------
Anyway 0.5 should be out... fairly soon. more for testing then anything.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: eguee on April 17, 2010, 10:00:34 PM
Can't wait to test!


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on April 17, 2010, 10:07:32 PM
Can't wait to test!
Want to be an early tester? You got the job.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: eguee on April 17, 2010, 10:09:09 PM
 Yay!

(Don't kill me Del, I was simply expressing my excitement at being an early tester, and I felt that a one word response was sufficient.)


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on April 17, 2010, 10:29:19 PM
Yay!

(Don't kill me Del, I was simply expressing my excitement at being an early tester, and I felt that a one word response was sufficient.)
(del isn't the mod of this board)

I sent it to you, let me know If I forgot to take out something debugy.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: Audioworm on April 18, 2010, 01:28:14 PM
I'd ask if I could be a tester too but I'm too lazy. :P


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: Darkness3313 on April 18, 2010, 02:47:55 PM
I'd ask if I could be a tester too but I already am.
EDIT: Pressed the button too soon, The mod does seem a lot more toned down than the original(Which is better) While still showing new ideas and new ways to have Difficulty, which I like.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: Audioworm on April 18, 2010, 02:49:39 PM
For what game?


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: TailorTF on April 18, 2010, 02:49:51 PM
I'd ask if I could be a tester,but I...oh,wait.
Can I be a tester?
I'd ask if I could be a tester,but I already asked.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on April 18, 2010, 02:54:40 PM
I'd ask if I could be a tester,but I...oh,wait.
Can I be a tester?
I'd ask if I could be a tester,but I already asked.

hmm... you know what. I might as well post a version later tonight. It's still early and lots of upgrade items and stuff is missing, but might as well.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: Kitoari on April 18, 2010, 05:51:39 PM
Something from my bastard mode:

Doors have a small chance to explode and kill you.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on April 18, 2010, 05:53:22 PM
Something from my bastard mode:

Doors have a small chance to explode and kill you.
It's called being fair. i like to do that. I don't like randomly killing people. I spent hours making sure it doesn't randomly kill people


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: Kitoari on April 18, 2010, 05:55:15 PM
Yeah, that's true.

How about a shortened ghost timer? People are more likely to rush and make mistakes.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on April 18, 2010, 09:28:58 PM
Yeah, that's true.

How about a shortened ghost timer? People are more likely to rush and make mistakes.
I thought of that, but most of these things take even more time to deal with. A higher timmer can make you feel rushed. I think I am going for higher timer, upgraded ghost (plus good or evil ghosts!?)


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: hyperme on April 25, 2010, 06:15:41 AM
Good Ghost should only be allowed in the final area, from a one use item.  That us carried like a weapon.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on April 25, 2010, 10:12:53 AM
Good Ghost should only be allowed in the final area, from a one use item.  That us carried like a weapon.
I'm.. sorry?

OH. thats what you mean? if I did that it would be a super 4th level ghost.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: Kefit on May 14, 2010, 04:08:14 PM
Is this still in development? I've been itching for an upgrade to good old Evil Death Spelunky. Hopefully something that's harder overall, but with a slightly more possible final boss.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on May 14, 2010, 04:20:47 PM
Is this still in development? I've been itching for an upgrade to good old Evil Death Spelunky. Hopefully something that's harder overall, but with a slightly more possible final boss.
Yeah as a matter of fact I am working on it right now. The utermost basics are done, but I haven't really got any then that much BIG upgraded from the last verson, I redid everything and made it more fair/ better scaling up in terms of hardness.

I might as well post it in a bit and get some testing so I know where I need to go more.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: grieck on June 05, 2010, 04:00:30 PM
But it was never posted, and many cried.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on June 05, 2010, 05:50:05 PM
http://www.mediafire.com/?jmwzrimgmni

And it was posted, and many more cried. and the rivers ran red with blood, and the tears chocked the all the fish, ending all life on the planet


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: grieck on June 05, 2010, 06:13:35 PM
LOVE IT! But quite a few red/blues have seemingly nothing special. As well, the only shopkeep I saw still had a shotgun.

Neat little bug, you can stick bombs in walls if you shoot while aiming into them with the Silver Bomb Gun (which the code inclusion of makes the game less frustrating and really fun. The only other secret I found were the ninja stars, which I still haven't properly tested, and one key that I forgot which I used turned every enemy into a humanoid black sprite with a question mark on them).

All-in-all very fun.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on June 05, 2010, 06:23:22 PM
LOVE IT! But quite a few red/blues have seemingly nothing special. As well, the only shopkeep I saw still had a shotgun.

Neat little bug, you can stick bombs in walls if you shoot while aiming into them with the Silver Bomb Gun (which the code inclusion of makes the game less frustrating and really fun. The only other secret I found were the ninja stars, which I still haven't properly tested, and one key that I forgot which I used turned every enemy into a humanoid black sprite with a question mark on them).

All-in-all very fun.
Yeah the bomb gun is meant to do that. and that turns every sprite into a question mark no black. Ninja stars should work. This is just for testing an all, as you note, the moon isn't even red!


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: grieck on June 05, 2010, 06:27:54 PM
Ah, I couldn't remember the sprite button, but I can't see myself using it.
As for the black I had trouble seeing, it was a dark level.
And Thank [Insert Diety Here]!, that means you won't be removing the Bomb Gun's sole close range ability.

Any other secrets?


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on June 05, 2010, 06:32:21 PM
Ah, I couldn't remember the sprite button, but I can't see myself using it.
As for the black I had trouble seeing, it was a dark level.
And Thank [Insert Diety Here]!, that means you won't be removing the Bomb Gun's sole close range ability.

Any other secrets?
A few, but no button codes, most of the items have been upgraded in small ways, and the bad guys in massive ones.

Hint: ropes have been massively and subtly upgraded, best for use over a snake pit or in ice levels.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: Sageofrage on June 06, 2010, 12:16:29 AM
I saw the red spikes
I saw the gem in the spikes
I need 100 for a shotgun
I fliphang for the money
I rage


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on June 06, 2010, 03:09:14 AM
I saw the red spikes
I saw the gem in the spikes
I need 100 for a shotgun
I fliphang for the money
I rage

honestly you should know better then that at this point.

Just wait tell you find out what blue spikes do. I'll give you a hint, it is safe to land on them no matter what hight. (other then normal falling damage. and it is also safe  to touch them in the side.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: Sageofrage on June 06, 2010, 05:38:58 PM
I saw the red spikes
I saw the gem in the spikes
I need 100 for a shotgun
I fliphang for the money
I rage

honestly you should know better then that at this point.

Just wait tell you find out what blue spikes do. I'll give you a hint, it is safe to land on them no matter what hight. (other then normal falling damage. and it is also safe  to touch them in the side.
It was my first time seeing them T.T

umm blue spikes protect you from death by killing spiders right?


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on June 06, 2010, 08:48:45 PM
I saw the red spikes
I saw the gem in the spikes
I need 100 for a shotgun
I fliphang for the money
I rage

honestly you should know better then that at this point.

Just wait tell you find out what blue spikes do. I'll give you a hint, it is safe to land on them no matter what hight. (other then normal falling damage. and it is also safe  to touch them in the side.
It was my first time seeing them T.T

umm blue spikes protect you from death by killing spiders right?
Sure, lets go with that : )


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: grieck on June 06, 2010, 10:37:37 PM
I saw them, but  being suspicious ran by instead of testing.

EDIT: Found one again! It seemed to MAYBE draw bombs into it, though could just be my eyes playing tricks. No other testing involved showed abnormalities.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on June 06, 2010, 11:05:56 PM
Oh um.. turns out they don't do anything I forgot to turn them on.

So yeah..


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: Sageofrage on June 07, 2010, 02:16:46 AM
What are they meant to do?


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on June 07, 2010, 08:33:50 AM
Shoot lasers at a very rare rate


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: grieck on June 13, 2010, 04:12:09 PM
4 or 5 days ago I beat this.

Oooooh Yeah! (although it was from Lush onwards...going from Cave is just too much)


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on June 14, 2010, 11:12:43 AM
4 or 5 days ago I beat this.

Oooooh Yeah! (although it was from Lush onwards...going from Cave is just too much)

good job. I have been makeing it even worse.

still need the final boss to be worked on more. How was he as is?


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: grieck on June 14, 2010, 06:05:05 PM
I honestly expected some big shock like what TLS did, but he seemed just like he normally was.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on June 14, 2010, 06:49:35 PM
I honestly expected some big shock like what TLS did, but he seemed just like he normally was.

Well he did have double the bad guys, but yeah that was about it.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: grieck on July 01, 2010, 12:22:25 PM
Are we expecting any updates to this?


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on July 01, 2010, 03:11:33 PM
Basicly when I get some stupid things in my way out of the way. Road block if you will.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: grieck on July 01, 2010, 04:10:46 PM
Ok, excited for whenever released/whatever added.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on July 01, 2010, 04:18:46 PM
Ok, excited for whenever released/whatever added.
Don't be hosntly, sorry but I have been way busy.

Oh by the way I upgraded the level editor in this verson. Kinda forgot to say that. and I spent like 3 hours on it


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: DialFforFunky on July 10, 2010, 02:40:38 PM
yay! finished front to back for the first time! No golden city yet though, but just getting there is good enough for now.

I really enjoyed this mod. At first I couln't stop laughing about all the rediculously tough enemies. I find the new frogs exceptionally funny. Then you realise you really have to work your way through... It's seriously hard, and it took me the first 50 or so deaths just to get to learn the most important lesson: 'don't!' (what if I'd just reach from under that spider...? Toss that at the grey snake...? don't!). But all in all, I love it.
I'f only got one really tiny complaint: gun-toting cavemen in the final level. Ploughing your way through all the nastiness, only to find yourself inevitably executed by a bunch of historically underdeveloped creatures is... evil. And it was not as if I was doing all that bad. I had a staff, bombs and ropes. I just lacked the time to get to safety (or the health to survive several pistol shots). Removing these would be better in my opinion.

Yet dispite al that: I LOVE THIS MOD! Now to figure out a way to speedrun this...


F

p.s.: spike boots are great now!
p.p.s.: are the new ideas still needed? I'd like to have a (less heavy) spiked ball on a chain from a crate (remove by throwing while not holding the ball). 'Boulder-likes' on a leash sound nice to me :)
edit: p.p.p.s. my mony-tracker doesnt count up a yellow number, it just shows the complete score. Is that ok? Or has my version gone bad?


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on July 10, 2010, 05:43:23 PM
Money is a weird bug I can't fix for some reason.

And the gun having cave man? Honstly I need to lower there spawn rate a bit.

But has anyone has the bad luck to see what normal cavemen and culty people can do?


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: grieck on July 10, 2010, 05:50:27 PM
I have seen shotguns, bomb dropping, MASS bomb dropping, pistols, and from either a yeti or cultist (can't remember) throwing even if dead.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on July 10, 2010, 07:34:47 PM
I have seen shotguns, bomb dropping, MASS bomb dropping, pistols, and from either a yeti or cultist (can't remember) throwing even if dead.

Have you seen:
avemen stealing your guns from you? Or a cult member stealing your scepter?


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: grieck on July 10, 2010, 09:44:32 PM
I've have seen the former, but never was close to them to get the latter.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on July 10, 2010, 10:20:51 PM
I've have seen the former, but never was close to them to get the latter.
I figured, it's a once in a life time kind of you messed up, but it's so worth it to see what happens to people's faces when it does happen.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on August 07, 2010, 05:39:20 PM
double posting to say that I am very sad that I got killed by a bat in the city of gold after takeing on a mummy and upgraded hawk man and like 8 cavemen at once.

oh and this is almost done


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: Kefit on August 07, 2010, 06:09:49 PM
Alright, I finally got the chance to give this mod a real whirl. I've just about run Evil Death Spelunky dry after ~2500 deaths and several naked runs from the start to the final boss, and the caves and jungle of Gates of Hell present a very nice sequel to that mod. Unfortunately, the ice caves and temple are rather lacking at the moment. I'm playing this as a challenge mod, so my comments and suggestions reflect that aspect more than other things you might be trying to accomplish (new items, etc).

Items: I miss the nerfed items from Evil Death Spelunky (EDS). Base Spelunky items are simply way too powerful. After playing with the EDS jetpack so long, and figuring out so many things that can be done with it, the normal jetpack just seems kind of dumb. The shotgun regaining its former effectiveness also trivializes many of the enemies. The cape was very powerful in EDS, but I gave that a pass since it was such a huge help in the ice caves (more on that later). Here, the cape is too powerful. Generally, I ignore all items now in order to make things more difficult and fun, though I'll pick up a compass or spike shoes if they show up in a crate. Thus, the following thoughts are based on a naked Spelunky, perhaps armed with a rock or a pot if he's lucky.

Caves: WAY harder than even the EDS caves, and I love it. Spiders dropping before taking enough damage to die presents a drastic change in strategy from the EDS caves, which makes things more interesting. I'd reduce the HP of blue spiders to 2 or 3, as is they are almost impossible for naked Spelunky to kill. Giant spiders are simply too easy to run from, I'm not sure how you can really make then threatening. Love the blue snakes, they present an interesting problem to deal with in some situations. I miss the fireballs from the red bats, and hope you add them back in, perhaps at a slower firing rate so as to be less likely to hit you while exiting the level.

Jungle: Honestly, I played EDS so much that I now miss the hyper white monkeys. They posed an interesting and exciting, but ultimately surmountable challenge when they appeared. However, they might not work with the increased enemy spawn rate in this hack - would probably have to test them out to know for sure. I love the super explodey frogs, but reduce their HP to ~3 so that they are easier to utilize as tools and so that the player needs to be more careful around them. Increase normal blue frog HP to 2-3 and give interesting characteristics to the bright red and green ones (basically, bring the normal frog enemy line in line with the small spiders in the caves). Return spike totems to their great EDS glory, I miss dying instantly when I make a mistake around them. The zombies seem a bit boring and have too much HP, I'd make this in line with the spiders too. The blue vampire is hilarious, but I'm not sure what the red vampire is supposed to do. I have no idea what you may have done to Jaws, since I've never had the guts to go down there.

Ice Caves: These aren't really any more difficult than the normal Spelunky ice caves. I suggest pumping up the UFOs significantly - increase their speed, return the EDS fireballs (though at a lower firing rate), and return the EDS exploding lasers (love the enemy spawning laser). The yetis don't seem to be doing enough. In EDS they presented a challenge simply because they couldn't be knocked out by naked Spelunky, but here they are easily bypassed by jumping on their heads.

Temple: i haven't had much of a chance to play this area, but the full powered sceptre trivializes it. Generally, it doesn't seem like much changed here from base Spelunky (aside from armed cavemen; see below). I recommend powering up thwomps, mummies, and cultists, albeit in more sane manners than they were in EDS.

Cavemen: I love the armed cavemen. I really do. I even love those jungle levels that have 5+ of these guys running around. I don't even think they spawn too freuently. As with EDS white monkeys, they generally present an exciting but surmountable problem as long as you know they are coming. The problem is that they often spell instant death as soon as they come on screen. I suggest tinkering with their AI so they calm down upon entering the frozen area, or some other fix.

Spikes: Please prevent gold and other things from spawning in front of the spikes and blocking them from view. Also, laser spewing blue spikes sound fun.

Final Boss: The one time I faced him I had the sceptre but was otherwise naked, and he was easy. Had to tank a hit when a couple of enemies spawned over my head, but otherwise no problem. Might be an interesting battle without the sceptre - I'll let you know when I get here again, since I doubt I'll be picking up the sceptre again.

I hope you have a chance to touch this up at some point - there's a lot of great work put into this so far, and I'd love to play a version where the second half is as fun as the first.

ps wow I wrote a lot. I guess that's a testament to how much I enjoy this.


Title: Re: The gates of hell spelunky (Weapon/upgrade ideas needed)
Post by: marsgreekgod on August 07, 2010, 07:04:55 PM
Items: As I have made new, better harder to get items, I have changed the jetpack.. thinking about making it 1/4 as good, but right now it's a little better then evil death. So I should speed up the cape falling a bit then?

Caves: I am going threw reading and righting this post and changing things as I read, so blue (good) spiders now got 3 health. Giant spiders are an issue, doing a test with them falling if you get closer. Fireball bats still exist, and very rarely spawn, as purple bats which shoot very painfull fireballs. and I fixed the exist level glich... at least I think I did.

Jungle: The new white monkeys are evil as well, but the red monkeys need a little more to them I think. Most of the time you don't even see what they do! (steal all bombs and light them, steal all money, throw ropes and use them...) might make them faster. The reason the frogs have so much heath is to make them hard to use as tools, but sure why not. I trust you. The zombies? they do somethings when they die, so I guess less health is in order as well as more speed. For jaws? basically nothing. he turns faster. I tried upgrading him, but it just made it to hard or didn't do anything... he doesn't even have "better" forms! Oh and I need to fix spike traps to.. thanks. (As a note, making them shoot arrows was a stupid idea when I did that)

Ice caves: Yeah I haven't really done much that skiping can't fix, but I can see why you don't think much of them, as most of the upgrades are anti-item! (blue yetis for the most part, counter lots and lots of items)

Temple: Mummies have been powered up, snipers added, cultists are getting powered up thwomps? oh yeah I need to do them.. one moment. range speed and wait time have no been upgraded, testing now.. and good so far, more testing needed.

Cavemen: Yes, now if only I knew how to do that. I look into something like that tho.

Sceptre: now not very good, not useless, but not as evil as evil death.

Spikes: Now fixed as you wish.. kinda. I think. They are now in front of things. which looks cool I think.

Final boss: I um.. have not even touched him yet, the only thing changed are the yellow balls he fired. trying to do something cooler then just a harder version of him. adding more bullets and fireballs should help maybe some acid.

ps Thanks a lot dude. it really helps. Oh.. turns out I wrote a lot to.


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: Pteriforever on August 08, 2010, 03:49:58 AM
I like this a lot more than evil death, especially the way that cavemen sometimes release bombs on death, the good fire frogs that have huge health but explode awesomely big, the good giant spiders that are almost harmless, the exploding snakes, the exploding red spikes, the way that you can steal the cavemen's weapons, and the exploding monkeys. It feels SOOOOOO good when you blast the evil monkeys into oblivion.


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: Patrick on August 08, 2010, 04:02:57 AM
It feels SOOOOOO good when you blast the evil monkeys into oblivion.
My thoughts exactly.

OH YOU MEAN INGAME?
 ;D


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: Pteriforever on August 08, 2010, 04:30:43 AM
does anyone know what the "a twisted evil seeks your soul" message means? Is it when you get you get two level feelings simultaneously?


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: marsgreekgod on August 08, 2010, 11:02:45 AM
does anyone know what the "a twisted evil seeks your soul" message means? Is it when you get you get two level feelings simultaneously?

Yes, it means all bad guys in that level are evil.



Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: Pteriforever on August 08, 2010, 07:38:21 PM
I don't like the idea of item nerfs or ridiculous spike traps, though.


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: Pteriforever on August 08, 2010, 07:45:31 PM
the spike traps could have upgrades, though. The evil ones could be very fast and the good ones could have normal speed but explode when their spikes hit something.


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: marsgreekgod on August 08, 2010, 09:44:47 PM
I don't like the idea of item nerfs or ridiculous spike traps, though.
They aren't that bad, don't worry. and at least they will be cheaper right?

the spike traps could have upgrades, though. The evil ones could be very fast and the good ones could have normal speed but explode when their spikes hit something.
Nice ideas, but making them do other things has turned out very glichy... your plan is almost what mine was, but good traps shoot arrows. that turned out to be a very ... bad idea.


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: eguee on August 09, 2010, 01:39:09 AM
For the final boss, how about having him rise up, then do one of various attacks, then after he finishes you have a second or so to lure him down like the current battle, or else he jumps around, not destroying any tiles though, then stops after some (5?) jumps, and continues with another attack.
Attacks could range from dropping tiny 1-tile high boulders, raining crap from above, or sending bats which explode on contact?

Then maybe after you drop the boss into the lava, it stops sinking when it's 1-tile high, and the rest of the ground of the level disappears, and you have to land on it for the ACTUAL final death battle (Maybe like a Dark Spelunker which blocks most of your attacks and counters your moves Dark Link-style?)


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: marsgreekgod on August 09, 2010, 02:54:10 AM
For the final boss, how about having him rise up, then do one of various attacks, then after he finishes you have a second or so to lure him down like the current battle, or else he jumps around, not destroying any tiles though, then stops after some (5?) jumps, and continues with another attack.
Attacks could range from dropping tiny 1-tile high boulders, raining crap from above, or sending bats which explode on contact?

Then maybe after you drop the boss into the lava, it stops sinking when it's 1-tile high, and the rest of the ground of the level disappears, and you have to land on it for the ACTUAL final death battle (Maybe like a Dark Spelunker which blocks most of your attacks and counters your moves Dark Link-style?)
I would like to do that, but honestly, his code is a lot of black box to me. I would really need some help with that, but did think something like the 2nd idea, had was hoping i could get halibabica's help with that, seeing how epic he is and he made the spelunker and all that.


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: halibabica on August 09, 2010, 04:28:44 AM
was hoping i could get halibabica's help with that, seeing how epic he is and he made the spelunker and all that.
Don't give me too much credit on that one.  TLS' Spelunker (and Tunnel Man) are really just mix-n'-match'd versions of other enemies in the game.  Spelunker moves like a caveman until he spots you, then attacks like a shopkeeper would.  Tunnel Man is the opposite; he moves like a shopkeeper on patrol until he spots you, then runs frantically like a caveman.

But the enemy-making business I've done with Spelunkémon has been pretty interesting.  I'd be happy to help, but I don't want to do all the work for you.  Maybe tell me what ideas you have and I can help you set them up/flesh them out.

Also, I've always wanted to see a final boss I had to blow up with bombs.  Each hit would crack it more and more until it broke apart and died.  Of course, you'd have to provide a way for the player to get more bombs if they run out.


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: eguee on August 09, 2010, 05:10:49 AM
*been playing too much Wind Waker*
Gohdan-style, have it come out of his mouth?

Or just have a free flow of bomb frogs that you can use?

Maybe make the battle Jalhalla style where you crack the boss into many little pieces, then you have a short span of time to destroy the individual pieces before the boss reforms.


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: marsgreekgod on August 09, 2010, 11:49:12 AM
Don't give me too much credit on that one.  TLS' Spelunker (and Tunnel Man) are really just mix-n'-match'd versions of other enemies in the game.  Spelunker moves like a caveman until he spots you, then attacks like a shopkeeper would.  Tunnel Man is the opposite; he moves like a shopkeeper on patrol until he spots you, then runs frantically like a caveman.
I very well know this, but biased on me trying to mix and match foes, It's not super easy (trying to make a mummy/man-trap, which was many wasted hours...

But the enemy-making business I've done with Spelunkémon has been pretty interesting.  I'd be happy to help, but I don't want to do all the work for you.  Maybe tell me what ideas you have and I can help you set them up/flesh them out.
What about an unkilable shadow spelunker to go with a remix of the final boss?

Also, I've always wanted to see a final boss I had to blow up with bombs.  Each hit would crack it more and more until it broke apart and died.  Of course, you'd have to provide a way for the player to get more bombs if they run out.
Or just have a free flow of bomb frogs that you can use?
Now this is and idea I can really get behind, a final boss that doesn't break the walls, spans bad guys (and a lot of normal bomb frogs, and if you get frogs to blow him up he takes damage (or bombs) ...

hmm.. that could very well be cool.


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: halibabica on August 09, 2010, 11:58:13 AM
A shadow Spelunker, you say?  Would you want him to behave the same way TLS' Spelunker does?  'Cuz you could just copy+paste from TLS' source and give him his own set of darkly-shaded sprites.

Also, let me know if you have any problems or want help with something specific.  General work can be too vague.


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: eguee on August 10, 2010, 12:31:17 AM
A shadow Spelunker, you say?  Would you want him to behave the same way TLS' Spelunker does?  'Cuz you could just copy+paste from TLS' source and give him his own set of darkly-shaded sprites.

Also, let me know if you have any problems or want help with something specific.  General work can be too vague.
Maybe you could make him avoid attacks by jumping or backing away when you try to attempt to hit him, so you need to be extremely skilled to manage to hit him?


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: marsgreekgod on August 10, 2010, 12:38:20 AM
A shadow Spelunker, you say?  Would you want him to behave the same way TLS' Spelunker does?  'Cuz you could just copy+paste from TLS' source and give him his own set of darkly-shaded sprites.

Also, let me know if you have any problems or want help with something specific.  General work can be too vague.
You know I could do that...  I could even just recolor them with the auto thing to make them black.. I can't... believe I didn't think of that. What I would most likely need more help is the final boss not smashing threw walls but still spaning bad guys. but I haven't tried yet so... if I fail like lets say 8 times I'll come running for help.

A shadow Spelunker, you say?  Would you want him to behave the same way TLS' Spelunker does?  'Cuz you could just copy+paste from TLS' source and give him his own set of darkly-shaded sprites.

Also, let me know if you have any problems or want help with something specific.  General work can be too vague.
Maybe you could make him avoid attacks by jumping or backing away when you try to attempt to hit him, so you need to be extremely skilled to manage to hit him?
Or the fact he won't die or be hurt by most things in the middle of a battle.


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: marsgreekgod on August 10, 2010, 02:22:07 PM
Getting an error with spelunker importing, "whip.owner = me" ...

and whipping at all...

sorry to ask..


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: halibabica on August 10, 2010, 02:56:39 PM
You copied the whole thing over so far, right?

Okay, the Spelunker foe doesn't use the same whip as the player does.  He needs his own that recognizes him as the one that's swinging it (hence, whip.owner = me).  Take a look in TLS source; where the normal whip is.  You should find my duplicate there.  oWhipE, I think it's called.  Copy that over and have the Spelunker create it while swinging instead.  Don't forget oWhipPreE, too!


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: marsgreekgod on August 10, 2010, 05:13:49 PM
You copied the whole thing over so far, right?

Okay, the Spelunker foe doesn't use the same whip as the player does.  He needs his own that recognizes him as the one that's swinging it (hence, whip.owner = me).  Take a look in TLS source; where the normal whip is.  You should find my duplicate there.  oWhipE, I think it's called.  Copy that over and have the Spelunker create it while swinging instead.  Don't forget oWhipPreE, too!
Yes, I did in fact copy oWhipS and oWhipPreS (spelunker i guess)


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: halibabica on August 10, 2010, 07:46:52 PM
Hmm...and it's still not working?  Are you getting any error messages?  What happens when he tries to swing it in-game?


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: marsgreekgod on August 10, 2010, 07:51:56 PM
Hmm...and it's still not working?  Are you getting any error messages?  What happens when he tries to swing it in-game?
It doesn't know what "whip.owner = me" means.
Quote
___________________________________________
ERROR in
action number 2
of  Step Event
for object oSpelunker:

Error in code at line 146:
   whip.owner = me
                ^
at position 15: Unknown variable me
Quote
___________________________________________
ERROR in
action number 2
of  Step Event
for object oSpelunker:

Error in code at line 146:
   whip.owner = me
                ^
at position 15: Unknown variable me

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

Error in code at line 1:
   if (not owner.swinging)
                ^
at position 15: Unknown variable swinging

this stuff happens when he trys to whip, works perfectly other wise



Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: halibabica on August 10, 2010, 09:18:13 PM
Strange.  In the Spelunker's create event, there should be a line that says 'me = instance_nearest(x,y,oSpelunker)'.  This gives the enemy a variable that's defined as itself.  I think what happened was I instead added that line to oEnemy since I made so many of them use it.

Anyway, add that into his create event, and it should work fine.


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: marsgreekgod on August 10, 2010, 11:31:12 PM
interesting. the only such line has been commented out!

"//me = collision_point(x+8, y+8, oSpelunker, 0, 0);"

Added the line you said and the foe now works perfectly... other then being strangely unkillable by lava... and rocks?\

how.. odd.



Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: Kefit on August 11, 2010, 01:59:26 AM
So I decided I needed to take a screenshot upon entering stage 13.

(http://img685.imageshack.us/img685/7491/gatesofhellspelunky.jpg)

Needless to say, I died a split second later. And the run was going so well too ;_;

By the way, if Spelunky touches a red yeti corpse, he will be thrown as if the red yeti were still alive. Is this intentional?


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: marsgreekgod on August 11, 2010, 02:10:37 AM
1) sorry :( I wish I could fix things like that
2) yes very much so. If you are really trick you can get carry them around tho, just.. be careful (they are worth a ton of favor by the way)


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: Kefit on August 11, 2010, 02:26:04 AM
Don't worry, I could have survived that by simply running right or left (left is the better option here). I just didn't react in time, partly because I was busy taking a screenshot of my accomplishment - though I'm not sure if I would have read the situation in time to react anyway. Still, it's not as bad as the time I started a level with a shotgun caveman two tiles to my right, who killed me instantly.

And honestly, when this kind of thing happens I just laugh. The situation here was like a Rube Goldberg device, so I was laughing for quite a while.


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: marsgreekgod on August 11, 2010, 02:42:34 AM
Don't worry, I could have survived that by simply running right or left (left is the better option here). I just didn't react in time, partly because I was busy taking a screenshot of my accomplishment - though I'm not sure if I would have read the situation in time to react anyway. Still, it's not as bad as the time I started a level with a shotgun caveman two tiles to my right, who killed me instantly.

And honestly, when this kind of thing happens I just laugh. The situation here was like a Rube Goldberg device, so I was laughing for quite a while.
hint: take screen shoots at the end of the level.

but I am glad you had fun if only you some how got knocked in the pit, picked up the golden thingy while dead some how and fell in the lava. then it would be epic


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: Kefit on August 13, 2010, 04:07:09 PM
(http://img571.imageshack.us/img571/6098/screenshot118t.jpg)

Sadly the cultist threw me under Olmec a few seconds after taking this shot. I don't think I would have won anyway, since I have no practice against this version.

ps This is on the latest playtest version, which has significantly beefed up areas 3 and 4.


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: marsgreekgod on August 13, 2010, 06:16:12 PM
I am most impressed...


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: Pteriforever on August 14, 2010, 05:04:43 PM
I know what this needs. Some of my evil piggehs! They tend to act a lot like evil spiders in practice, though.


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: marsgreekgod on August 14, 2010, 05:16:17 PM
I know what this needs. Some of my evil piggehs! They tend to act a lot like evil spiders in practice, though.
I don't know what you are talking about?


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: marsgreekgod on August 18, 2010, 04:07:05 PM
bad news. my computer may be dead, and the code of gates of hell with it.


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: Pteriforever on August 18, 2010, 07:21:14 PM
Later today, I'll go decompile my copy and send it to you, ok?


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: marsgreekgod on August 18, 2010, 10:02:51 PM
good news! my computer is mostly fully recovered and my file is safe! yay! sorry for that.


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: Kefit on August 19, 2010, 06:50:34 PM
Well it's good the code didn't vanish. I still have the latest playtest around, in case you ever need it.

I'm not sure how to go about beating the final boss in this. The problem is that the enemies he spawns, as copies of the enemies in the rest of the game, have lots of HP. When you are wrestling with the boss in a pit, and two frogs suddenly fall down on top of you along with a spider, the trusty rope doesn't do much. I suppose running around like mad with jetpack and shotgun might be able to do it, but that's probably not the right perspective to be balancing this thing against.


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: marsgreekgod on August 19, 2010, 07:20:33 PM
Well it's good the code didn't vanish. I still have the latest playtest around, in case you ever need it.

I'm not sure how to go about beating the final boss in this. The problem is that the enemies he spawns, as copies of the enemies in the rest of the game, have lots of HP. When you are wrestling with the boss in a pit, and two frogs suddenly fall down on top of you along with a spider, the trusty rope doesn't do much. I suppose running around like mad with jetpack and shotgun might be able to do it, but that's probably not the right perspective to be balancing this thing against.
This is why I plan to remake it.


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: Bae on August 21, 2010, 05:23:52 PM
Is a new .exe going to be up any time soon?

Also your recolors bug me, I havent been playing the actual game much since its a really early version and im like "derp i maek levels for tls nao okay" but from all the screen shots im seeing im just like no.

Sometimes I have really OCD moments, the idea of all the enemies just being one hue annoys me, can I please provide some proper recolors? Also get new version up I want to play new version, new version new version.


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: marsgreekgod on August 21, 2010, 05:34:49 PM
Well I could recolor them, but then it would take a while. but sure. Lets see vampires I was lazy with... what where the other ones?


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: Bae on August 21, 2010, 05:38:57 PM
Most of your recolors could be better lol, they werent bad but they need variety
See These totally blue spiders that I could spruce up. (http://img24.imageshack.us/i/websf.png/)

What the easiest way to take all the frames for the enemies and make them into a static image I can edit it paint...


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: marsgreekgod on August 21, 2010, 06:03:13 PM
You know you could just download game maker and edit them there? that would be a lot easyer...


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: Bae on August 21, 2010, 09:58:24 PM
...True
But I think I'd need your source...
Plus I cant do the Eraser Color replacer thing (lol I've become master at editing in paint...)


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: marsgreekgod on August 21, 2010, 10:18:07 PM
I use game maker to do that. and if you make the sprites and save them as game maker sprites, I will use them as long as they don't suck, and even thank you and give you credit!


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: Bae on August 21, 2010, 11:08:29 PM
Okay playing with the source now...
Im wondering what sSight is connected to, why I havent seen anyone use sBell or sDeathMaskWear in their mods yet, and im guessing sCrateOpen either never gets shown or I just never saw it. Yeah this is all unrelated to this mod but hey might as well...

...We totally need bgClouds in editor plus


OKAY SO

Hows this look for a start? Too dark or what? (the mossmouth uploader never works for me so heres a mediafire link http://www.mediafire.com/?dh0dmmajqb0z6jd (http://www.mediafire.com/?dh0dmmajqb0z6jd))


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: marsgreekgod on August 21, 2010, 11:37:37 PM
Good work, but needs to be lighter and stand out more

the mossmouth uploader is only for very small files.


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: Bae on August 21, 2010, 11:41:35 PM
222 bytes. How small can you get? And im working on good and bad bats now because I can. Also I will try to lighten the Spider a bit.


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: marsgreekgod on August 21, 2010, 11:48:56 PM
222 bytes. How small can you get? And im working on good and bad bats now because I can. Also I will try to lighten the Spider a bit.
Level files. IE tiny text files. Thanks for the help.. but I think bats are good. aren't they? I like bats...

Well if other people don't like bats. but you froget bullets bats. they are dark purple.

I may need to make them spawn more.


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: Bae on August 21, 2010, 11:56:31 PM
I havent seen the bats yet I was just like herpaderp i should do thiiiis

i changed their eyes for funsies, the evil/red version bugs me a bit though because one of the colors look off to me -w-

Edit:
Blue Bat (http://www.mediafire.com/?1igq26ykee62qhk)
Red Bat (http://www.mediafire.com/?gfsjhc2cp18p0ca)

Im going to pretend these arent wrong, and divert your attention to their adorable faces


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: marsgreekgod on August 22, 2010, 12:12:42 AM
The blue verson is a little off. and the red one while looking good, doesn't seem to fit with the gameplay (being very hard to kill, darker colors are better)

but I do like it.


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: Pteriforever on August 22, 2010, 01:53:06 AM
correction: Mage uses the bell as the magic ball sprites.


Title: Re: The gates of hell spelunky (Monster requests accepted, maybe)
Post by: marsgreekgod on August 25, 2010, 10:00:38 PM
correction: Mage uses the bell as the magic ball sprites.
????????\
-----

ANYWAY new verson.
http://www.mediafire.com/?9nzu2dzc5vowc8a


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: Pteriforever on August 26, 2010, 04:17:02 AM
Can't say I like the new version, with the ridiculous item nerfs (my scepter is now even more useless than a machete, for example) and the spike trap speed increase( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( :-[ :-[ :-[ :-[ :-[ :-[ :-[ :'( :'( :'( :'( :'( :'( :'( :'( :( :( :( :( :( :( :( ??? ??? ??? ??? ??? ??? ??? :o :o :o :o :o :o :o). The new black guys are cool though... I wonder how much favour they're worth.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: marsgreekgod on August 26, 2010, 11:10:16 AM
The scepter is far more usefull then the machete, if you use it well.

And the trap speed upgrade is by request

They are worth  16  favor while living

and their name is sniper


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: grieck on August 26, 2010, 12:12:22 PM
Spelunky Demon Thingy?
"HAWNTING" is spelled with a U, not an H.
That Moon is FABULOUUUUUUUUUS! Nice touch with the saucers.

Anything special about that weird shotgunthatfireslikeapistol?


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: marsgreekgod on August 26, 2010, 01:18:09 PM
Spelunky Demon Thingy?
"HAWNTING" is spelled with a U, not an H.
That Moon is FABULOUUUUUUUUUS! Nice touch with the saucers.

Anything special about that weird shotgunthatfireslikeapistol?
You mean the sniper rifle? (from the "black guys"?) yes. it is much slower, and does about 35 damage a shot.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: DialFforFunky on August 26, 2010, 01:43:08 PM
I found an arrow-shooting tiki trap that shot through walls. Is that the way it is supposed to work?
And darn, this is hard. I like what you've done with the ufo's, it makes the ice stage quite a bit harder. no time to stand still. I like the sniper as well, though it doesn't show in my hands in the scoreboard-scenes.


F


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: marsgreekgod on August 26, 2010, 01:50:53 PM
Arrow shooting tiki trap? I have no clue why or how.

No new bad guys show up in the scoreboard yet, I plan to make upgraded foes show up to.

thanks


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: DialFforFunky on August 26, 2010, 03:00:00 PM
spoilers:
should I modify my post? I didn't realise anyone really cared about spoilers.
anyways: some shots for clarification:

*fixed pictures, typo*
spoiler (http://www.members.multimania.nl/undeadonion/tikitrap.bmp)
the trap that also manages to shoot if there is a block on top of the one left of it. It seems like a black market exclusive trap.

spoiler2 (http://www.members.multimania.nl/undeadonion/bomb1.bmp)
The shotgun wielding caveman has just died offscreen by a bomb, and has now dropped several of his own (though the picture doesn't really show it that well).
spoiler3 (http://www.members.multimania.nl/undeadonion/bomb2.bmp)
Yet the bombs do not detonate, they just blink. In fact, they disappear when I pick them up.

spoiler4 (http://www.members.multimania.nl/undeadonion/jarspider.bmp)
a spider that got stuck in the ground after I threw the jar it was in.

As for the sniper: I meant the gun. It doesn't show up in the passage-scenes.


F


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: marsgreekgod on August 26, 2010, 05:11:02 PM
Most strange.. I'll look into it.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: Bae on August 27, 2010, 04:48:12 AM
Man I feel so left out, the site Funky uses to host all his things is blocked by my anti-virus program..


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: marsgreekgod on August 27, 2010, 10:40:08 AM
Man I feel so left out, the site Funky uses to host all his things is blocked by my anti-virus program..
You didn't miss much. just some screen shots.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: Willster on August 27, 2010, 12:23:01 PM
Can you give the next verson its own save, like in TLS?
I die alot in this... and is screwes up my stats.
I dont know how to do it myself, even though there is a topic about it here...
http://mossmouth.com/forums/index.php?topic=931.0
I dont understand it at ALL.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: halibabica on August 27, 2010, 12:43:46 PM
It's something that has to be changed in the source itself.  It's not difficult to do, but the players can't do themselves.

Though if mars uses a new serial code, he might want to rig it so the game auto-unlocks all its stuff so players don't have to re-buy shortcuts and such.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: marsgreekgod on August 27, 2010, 12:51:58 PM
Yeah, I plan to give it it's own save, with it's own cheat to auto unlock everything.

If you really want I can make a new demo with it's own verson.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: Willster on August 27, 2010, 05:11:06 PM
No need. I'm a patiant man. 8)
And could there be a non cheat verson as well.
I like a challenge, and I always play from Level 1 anyway.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: marsgreekgod on August 27, 2010, 05:14:01 PM
No need. I'm a patiant man. 8)
And could there be a non cheat verson as well.
I like a challenge, and I always play from Level 1 anyway.
Speaking of cheats I most likely should of taken the cheats out of this verson. Now the cool stuff can get spoiled. oh well! to late now.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: Willster on August 27, 2010, 05:17:22 PM
Cheats?
Cool stuff?
Spoiled?
To late?
.
.
.
NEVER!
(I haven't seen any cheats and have not seen any cool new stuff either.
Just the freakishly deadly modded enemies.)


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: marsgreekgod on September 03, 2010, 10:21:57 AM
Cheats?
Cool stuff?
Spoiled?
To late?
.
.
.
NEVER!
(I haven't seen any cheats and have not seen any cool new stuff either.
Just the freakishly deadly modded enemies.)
then you didn't press random buttons!

ANYWAY...

I am thinking of redoing the gameplay of the girl, any ideas?


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: Bae on September 04, 2010, 01:59:48 AM
make her shoot lasers from every orfice

also her whip is replaced with a katana


Title: Weird stuff.
Post by: GrueSlayer on September 04, 2010, 05:43:55 PM
I really like the mod so far. One question for the moment. What's with the red & white webcannons? Can it be found in shops and in crates, or is it just a lucky spider drop? I like the other weapons, but I think the shuriken should have a shorter delay between whip-style attack and throwing.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: marsgreekgod on September 05, 2010, 01:05:48 PM
the two items you ask about? they are the bomb cannon and the rock cannon, I bent you can guess what they do. Yes the bomb cannon does work like it sounds like it would. Yes, you will kill youself with it more then once.

as for the other thing
i could, but then the whip would stay out less time. basicly its that or the whip sucks. I picked that.
make her shoot lasers from every orfice

also her whip is replaced with a katana
How about NO

I was thinking more like less gravity or stuff like that, one small change that changes everything



Title: Re: The gates of hell spelunky (working on it! really!)
Post by: Kefit on September 07, 2010, 04:26:12 AM
The funniest things happen when I play this mod

(http://img823.imageshack.us/img823/2575/screenshot121y.jpg)


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: marsgreekgod on September 07, 2010, 10:34:37 AM
Wow thats kinda bad. you could of avoided thta by letting it go in the bit, but still!
sorry that had to happen.
 at that point, just steal everything anyway, run of screen so it doesn't blow up, go to the top and start robing.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: Kefit on September 07, 2010, 03:49:21 PM
Oh no, getting past the frog wouldn't have been a problem. The super explodey frogs still have a fair amount of HP, and I could have easily lured it away.

The point is that this is a naked key run - I don't have the eye.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: DialFforFunky on September 07, 2010, 05:20:20 PM
That isn't so odd actually. It's quite possible to find the black market without the eye, especially when considering the uber-bomb frogs that hop around.

Some notes on the new release:

- I absolutely hate the new ordinary ufo's. They are rediculous. Perhaps some found the old version of the ice level too easy. This version almost certainly forces you to rush though, which is quite a shame of all the hard work that's been put in the other enemies. (That, or I'm just not that good at this mod...  :/ )
- The jetpack is just about worthless now. I'd rather buy ropes. A shame though, as it's one of the most entertaining items for me. I agree on a little nerf, but I feel this is a tad bit too much.
- Some red glowing arrow traps are duds. Is that ok?
- Are all cavemen supposed to be armed when armed cavemen show up in a level? I have a screenshot of 5 gun toting cavemen. That's ghastly.
- On the point of shooting cavemen, I got the impression that a shotgun blast came out of a pistol fired by one of the caveman. I could be mistaken though, but I didn't see any shotgun on my screenshot. Could that be right?

Still, good job. I still love this mod, and havn't been able to finish the new version yet. Thanks for the challenge :D.


F


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: marsgreekgod on September 07, 2010, 05:38:25 PM
1) Yeah I may want to weaking them a bit. And upgrade evil ones
2) Really? I kinda like it. it's a double jump.
3) It may not be able to fire right... I can't figure that.
4) The "good" and "evil" versons of cavemen are gun having ones. Therfor, when you run into ones with guns a lot, most likely you are in a good or evil level. the messeges don't work right for some reason
6) ... Huh.... Honestly. no clue


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: DialFforFunky on September 07, 2010, 07:17:14 PM
thanks for the awnsers - that was reassuring somehow :D

Perhaps add the aimed ufo shot just to the evil ones? The fact that they are quite a bit slower certainly helps to counterbalance the aiming.

s'more notes (I finally got to area 4!):

- I got a 'floaty' sticky bomb on a yeti: it stuck as it jumped, then remained hoovering above the yeti as if it had the size of a yeti king. quite weird
- the staff might have become a bit too sucky. It's not as much a weapon anymore, but rather a shield. The fact that it can't even hit a bat below you is saddening. Giving the bubbles a speed that allows for a 2block bownward range would be better. At the moment, the whip is simply better because of its range.
- shuriken are a bit overpowered in my opinion. Changing the base attack without actually carrying something is huge. All in all the shuriken didn't really have the 'from hell' feeling for me, probably because of the powerlevel.
- increase the price of spiked shoes? these things are amazing now
- the blue spikes are yet to do anything. I havn't seen them fire a single laser yet. Are they on already?

- not sure if you should change anything about this, but I wanted to let you know anyways: my chances of suviving drastically increas if I find a gun in the first few levels. Where area 1 is quite hard to get through without a gun, it can almost be a breeze with one.


As for the lady in red, how about:
3 health (not as tough as the matcho spelunky)
1 bomb (ladies shouln't be carrying weapons. well, not too much, anyways)
5 ropes (hair bands, knitting works, ribbons... it's all in that purse)
glasses (female intuition)

or: perhaps a short range (2 spaces max) webgun (that only leaves webs if it hits) instead of a whip to represent pepperspray? something non-lethal would be nice.

or:  reusable parachute. make it look like an umbrella and you have a mary poppins kind of thing.


F


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: marsgreekgod on September 07, 2010, 07:51:25 PM
1) I take this wasn't in area 4. I am not sure... I will have to look into that to. sigh... man I suck at this coding thing some times
2) Maybe 2 times as fast? I found it useful honestly, but hey thats what people have been saying, so better it will get.
3) yeah they are... I think I will make them do less damage. honstly they are very rarely spawning for just that rease (much rarer then jetpacks, MUCH)
4) Yeah I thought I did that already, must of been lost with that data loss a while back
5) No they don't do anything.. yet

I plan to change most items, guns will be a bit rare, and slitly nurffed, but so will bad guys in 1. 1 is just a little to hard core

Interting. I could take away whip and start with something like that... I'll look into it/ thanks


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: Kefit on September 07, 2010, 10:51:12 PM
It took me a while to figure out how this happened:

(http://img259.imageshack.us/img259/194/screenshot106c.png)

Quote
- I absolutely hate the new ordinary ufo's. They are rediculous. Perhaps some found the old version of the ice level too easy. This version almost certainly forces you to rush though, which is quite a shame of all the hard work that's been put in the other enemies. (That, or I'm just not that good at this mod...  :/ )

I love the new UFOs. the point is that they make you rush through the Ice Caves, which is what makes it difficult and fun. Then again, I am partially responsible for a good chunk of the difficulty balance in this hack, so it's not surprising that the balance isn't quite to the tastes of other players.

Maybe the mod can be balanced so that crazy people like me can get the max challenge out of doing naked runs, whereas items can provide reasonable tools for less skilled players to make it to the end.

Now that this version of the mod is public I think I'll go ahead and work on getting a naked key run recorded...


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: marsgreekgod on September 07, 2010, 11:15:41 PM
Quote
Maybe the mod can be balanced so that crazy people like me can get the max challenge out of doing naked runs, whereas items can provide reasonable tools for less skilled players to make it to the end.

thats been the idea all along.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: Mr Caveman on September 08, 2010, 01:49:37 AM
you should put some type of golden coloured enemy which is nearly impossible to kill but if you kill it you get like a 10000 gold from it?


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: DialFforFunky on September 08, 2010, 05:59:53 AM
got around uploading some stuff:

(http://www.members.multimania.nl/undeadonion/gunpowderage.JPG)
the situation with the cavemen, as mentioned earlier.

(http://www.members.multimania.nl/undeadonion/oddball.JPG)
this happened to me this morning. doesn't look as if it is supposed to do that ;)


F


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: marsgreekgod on September 08, 2010, 11:44:28 AM
frist screen shot, you will see that all bad guys are in evil colors, thats an evil level.

still might be to hard, mabey they should have less health...

man I need to work on the good bolder too? darn


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: Kefit on September 08, 2010, 11:05:00 PM
frist screen shot, you will see that all bad guys are in evil colors, thats an evil level.

still might be to hard, mabey they should have less health...

All evil levels running amok with armed cavemen aren't that bad. Either throw something at the first one you come across and take his gun, or abuse the frozen area to avoid most of them.

I just got a naked key run from the start to the final boss recorded. It wasn't terribly pretty - I had to use four bombs, a rope, was down to one life at the end, and my nerves were visibly affecting my play - but I might take what I can get. The golden rule of Spelunky recording is that it takes five times as long to do something while recording than it does when not recording.

EDIT: You should add a ball and chain mode. So I can make a run for it.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: marsgreekgod on September 09, 2010, 01:31:41 AM
frist screen shot, you will see that all bad guys are in evil colors, thats an evil level.

still might be to hard, mabey they should have less health...

All evil levels running amok with armed cavemen aren't that bad. Either throw something at the first one you come across and take his gun, or abuse the frozen area to avoid most of them.

I just got a naked key run from the start to the final boss recorded. It wasn't terribly pretty - I had to use four bombs, a rope, was down to one life at the end, and my nerves were visibly affecting my play - but I might take what I can get. The golden rule of Spelunky recording is that it takes five times as long to do something while recording than it does when not recording.

EDIT: You should add a ball and chain mode. So I can make a run for it.
1) nothing to say to that, just saying this so it's clear what my other replys are to!

2)Now that is something I want to see! I can't wait.

3) As you wish./


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: Kefit on September 10, 2010, 02:50:08 AM
A naked skull run, as discussed in the challenges thread, is definitely possible in Gates of Hell (barring the final boss of course):

(http://img255.imageshack.us/img255/4610/screenshot111a.png)

I almost beat this level too, despite having to trudge through armed cavemen in the dark. I was actually killed by a plain cultist within sight of the exit.



Title: Re: The gates of hell spelunky (working on it! really!)
Post by: marsgreekgod on September 10, 2010, 10:30:46 AM
wow.. your skills are truely great. I should start working on the final boss now.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: Mr Caveman on September 11, 2010, 05:31:16 PM
Have you put in a blue or red megamouth yet??
or a blue or red alien king?? ???


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: marsgreekgod on September 11, 2010, 05:35:32 PM
Have you put in a blue or red megamouth yet??
or a blue or red alien king?? ???
good or evil

good or evil!

and no, yes.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: Kefit on September 13, 2010, 01:39:51 AM
(http://img255.imageshack.us/img255/5766/screenshot116o.png)

The action button was only used once, to pick up a skull in the first stage. This is the hardest thing I've ever done in Spelunly, and I really wish I had caught it on video.

Note: A hypothetical ball and chain run would be easier than this, since I could use the ball as an effective weapon against cultists, among other things.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: marsgreekgod on September 13, 2010, 11:11:43 AM
You may be a god.

Also I have a ball and chain mod ready in the next version, I'll send it to you if you like.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: Kefit on September 13, 2010, 08:49:07 PM
Naked pot run recorded. Same thing as a naked skull run, I just got sick of not seeing skulls in the first couple of stages.

I'll upload this instead of that naked key run I got earlier. It's better in every way. Encoding might take a while though.

EDIT: Actually, on review it's less exciting than my other run because I manage the frozen area extremely carefully (which means a lot of me walking around looking up and down to simply make enemies vanish) and get some real lucky level generation. There's some nice ledge hang acrobatics though. I might just upload both videos.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: Kefit on September 14, 2010, 03:45:20 PM
Naked key run: http://www.youtube.com/watch?v=u-IJbYcYcDQ

This run has more challenging level lay-outs, but less restrictive conditions.

Naked pot no action button run: http://www.youtube.com/watch?v=1ynmgma3ikU

Easier levels, much more restrictive conditions. Note that, since I cannot put the pot down, I can't even do something as mundane as fliphang.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: marsgreekgod on September 15, 2010, 02:16:00 PM
This isn't why I am making this post, but I have to say:

videos are still epic.

anyway...

guys, should I bother upgrading the editor? I can't do it with all the fancy editor +/ tastes like stuff, as this has way to many spaces taken by new bad guys types.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: hyperme on September 20, 2010, 01:58:25 PM
Olmec is a letdown.  He should be like, super mega fast with cultist summoning.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: marsgreekgod on September 21, 2010, 01:07:53 AM
Olmec is a letdown.  He should be like, super mega fast with cultist summoning.
I haven't done anything to him yet!


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: hyperme on September 21, 2010, 12:11:06 PM
Well now you know what to do.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: Mr Caveman on September 21, 2010, 04:35:03 PM
olmec should shoot like 10 of those yellow balls and make them spawn harder creatures.... like yets or red yetis or red big spider or maybe even a mini olmec...


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: marsgreekgod on September 21, 2010, 05:59:32 PM
olmec should shoot like 10 of those yellow balls and make them spawn harder creatures.... like yets or red yetis or red big spider or maybe even a mini olmec...
....

...

I am trying to make the game balanced.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: Pteriforever on October 06, 2010, 12:07:27 AM
Hi. I've been away on holiday for like 6 weeks. Halfway through, I beat it starting from level 13, and I then beat it from the beginning a few days later. I can has a medal?


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: marsgreekgod on October 06, 2010, 08:06:46 AM
Hi. I've been away on holiday for like 6 weeks. Halfway through, I beat it starting from level 13, and I then beat it from the beginning a few days later. I can has a medal?

Not bad at all, not bad at all

*gives you the metal of steel*


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: Pteriforever on October 06, 2010, 05:04:55 PM
thanks :)


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: marsgreekgod on October 07, 2010, 07:53:41 AM
I'll be honst, I haven't had much time to work on this with college starting... but now that the computers work, I need to do all the homework for this weak and last week and next week, then I should be all cought up (still giving us more homework even though they know we couldn't do the frist stuff?) I'll be all up to date and able to work on this.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: Pteriforever on October 16, 2010, 07:21:43 PM
Wow. I've just discovered a third secret weapon. One's the bomb cannon dropped by cultists, one's the sniper gun, and the third is a rock cannon dropped by good giant spiders! You discover something new every day in this mod. Like jumping on a vampire kills you. And that the weird blue spear traps that are really really rare appear much more often in the black market. I wonder if there's anything else out there... Maybe there's something special in the city of gold!


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: Pteriforever on October 16, 2010, 07:32:48 PM
I survived 87 seconds in the sun room. It's easier than the original because you don't need to protect the damsel.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: Pteriforever on October 16, 2010, 07:35:38 PM
EDIT: I just got 91.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: Pteriforever on October 16, 2010, 07:40:28 PM
94... holy crap it's hard once the ghost comes in.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: marsgreekgod on October 17, 2010, 11:06:34 AM
Wow. I've just discovered a third secret weapon. One's the bomb cannon dropped by cultists, one's the sniper gun, and the third is a rock cannon dropped by good giant spiders! You discover something new every day in this mod. Like jumping on a vampire kills you. And that the weird blue spear traps that are really really rare appear much more often in the black market. I wonder if there's anything else out there... Maybe there's something special in the city of gold!
1) good job finding the hidden weapons!
2) What color vampire was it?
3) as a warning the city of gold isn't done yet! don't work to hard to get there!

I survived 87 seconds in the sun room. It's easier than the original because you don't need to protect the damsel.
I haven't blanced it at all yet...
94... holy crap it's hard once the ghost comes in.
YOU LASTED THAT LONG?



Title: Re: The gates of hell spelunky (working on it! really!)
Post by: Pteriforever on October 17, 2010, 03:25:39 PM
The vampire was just normal colour. could've been a glitch, I suppose. And thanks.


Title: Re: The gates of hell spelunky (working on it! really!)
Post by: marsgreekgod on October 17, 2010, 05:20:10 PM
The vampire was just normal colour. could've been a glitch, I suppose. And thanks.
It was a glich. I'll work on it! as for city of gold, thats my last bonus planed. that and the boss and glich fixing are all thats left...

and well.. the bonus mode.


Title: Re: The gates of hell spelunky (New mode coming, golden city upgrading.)
Post by: marsgreekgod on October 26, 2010, 09:37:24 PM
So yeah. I am working a new mode to be unlocked threw multipliable play threws.

New bad guy types, each stronger then the ones before then!

extra bonus items!

Fix the final boss!

fix bugs when they show up!

call it done when done these things!


Title: Re: The gates of hell spelunky (New mode coming, golden city upgrading.)
Post by: Pteriforever on October 26, 2010, 10:14:17 PM
Sounds cool.



Title: Re: The gates of hell spelunky (New mode coming, golden city upgrading.)
Post by: marsgreekgod on October 27, 2010, 09:56:26 PM
Sounds cool.


Thanks a lot.


Title: Re: The gates of hell spelunky (New mode coming, golden city upgrading.)
Post by: Known & Unknown on October 30, 2010, 02:01:55 PM
Can you please upload it as an EXE instead of an RAR?


Title: Re: The gates of hell spelunky (New mode coming, golden city upgrading.)
Post by: marsgreekgod on October 31, 2010, 12:38:14 AM
Can you please upload it as an EXE instead of an RAR?

I'll get a zip up. exe doesn't upload to media file.


Title: Re: The gates of hell spelunky (New mode coming, golden city upgrading.)
Post by: halibabica on October 31, 2010, 06:53:33 AM
Are you kidding?  You can upload anything on MediaFire.  It's not picky.


Title: Re: The gates of hell spelunky (New mode coming, golden city upgrading.)
Post by: marsgreekgod on October 31, 2010, 10:00:02 AM
really? I got an errror that one time. guess I am just crazy. sorry.


Title: Re: The gates of hell spelunky (New mode coming, golden city upgrading.)
Post by: Bae on October 31, 2010, 01:56:19 PM
Nah, errors are common so its not your fault, the lesson here is try, try again


Title: Re: The gates of hell spelunky (New mode coming, golden city upgrading.)
Post by: marsgreekgod on October 31, 2010, 02:02:38 PM
Turns out I don't have the old verson any more, at all. So I have to download it ot make an exe (not posting the new one yet!)


Title: Re: The gates of hell spelunky (New mode coming, golden city upgrading.)
Post by: marsgreekgod on November 08, 2010, 04:08:01 PM
double posting to say the following

I have made golden piranha and golden jaws.

they don't need water to swim.

good luck.


Title: Re: The gates of hell spelunky (New mode coming, golden city upgrading.)
Post by: Pteriforever on November 08, 2010, 06:17:55 PM
OHGODNO there goes my method of dealing with piranhas.


Title: Re: The gates of hell spelunky (New mode coming, golden city upgrading.)
Post by: marsgreekgod on November 08, 2010, 08:25:07 PM
OHGODNO there goes my method of dealing with piranhas.
I made each new version the counter to normal methods of dealing with them


Title: Re: The gates of hell spelunky (New mode coming, golden city upgrading.)
Post by: Pteriforever on November 08, 2010, 08:58:59 PM
haha so you make a new version whenever someone gets around the evil traps so it always gets harder! Awesome.


Title: Re: The gates of hell spelunky (New mode coming, golden city upgrading.)
Post by: halibabica on November 08, 2010, 09:15:26 PM
I hope you fixed Megamouth's turnaround weakness!


Title: Re: The gates of hell spelunky (New mode coming, golden city upgrading.)
Post by: marsgreekgod on November 08, 2010, 09:59:01 PM
I hope you fixed Megamouth's turnaround weakness!
SOMETHING like that.
you see if his body hurts you..

haha so you make a new version whenever someone gets around the evil traps so it always gets harder! Awesome.
A new mode for such people even.


Title: Re: The gates of hell spelunky (New mode coming, golden city upgrading.)
Post by: Sparkle on November 09, 2010, 06:57:51 PM
HEYYYYYYYYYY, this may have been mentioned before, but when I threw a rock at a hanging bat, it like slid across the ceiling until it hit the wall.

Sorry if this was mentioned before.


Title: Re: The gates of hell spelunky (New mode coming, golden city upgrading.)
Post by: marsgreekgod on November 09, 2010, 07:22:19 PM
HEYYYYYYYYYY, this may have been mentioned before, but when I threw a rock at a hanging bat, it like slid across the ceiling until it hit the wall.

Sorry if this was mentioned before.
This has been reported.

by you.

I have no plans to fix this.


Title: Re: The gates of hell spelunky (New mode coming, golden city upgrading.)
Post by: Sparkle on November 09, 2010, 07:27:48 PM
alright. Yeah, which color spike totally like took a fiery dump on me?

Edit: What's up with the ghost spike? (http://i51.tinypic.com/2w4mw3m.png) it's still there, but it didn't kill me. Is that a glitch?


Title: Re: The gates of hell spelunky (New mode coming, golden city upgrading.)
Post by: marsgreekgod on November 09, 2010, 08:33:26 PM
blue spikes never killed you but you can never destory them. your playing an old verson by the way if you don't know what they do.


Title: Re: The gates of hell spelunky (New mode coming, golden city upgrading.)
Post by: Sparkle on November 09, 2010, 08:54:11 PM
well, I just wasn't sure which cpike blew me up. and i downloaded this a few days before I talked to you oon AIM


Title: Re: The gates of hell spelunky (New mode coming, golden city upgrading.)
Post by: marsgreekgod on November 09, 2010, 11:31:43 PM
well, I just wasn't sure which cpike blew me up. and i downloaded this a few days before I talked to you oon AIM
red blows you up blue fires lasers


Title: Re: The gates of hell spelunky (New mode coming, golden city upgrading.)
Post by: Pteriforever on November 10, 2010, 02:44:24 AM
I've played it a bunch but have never ever seen a blue one fire a laser.


Title: Re: The gates of hell spelunky (New mode coming, golden city upgrading.)
Post by: DialFforFunky on November 10, 2010, 07:28:54 AM
I've played it a bunch but have never ever seen a blue one fire a laser.
same here.


F


Title: Re: The gates of hell spelunky (New mode coming, golden city upgrading.)
Post by: marsgreekgod on November 10, 2010, 08:47:47 AM
I've played it a bunch but have never ever seen a blue one fire a laser.
same here.


F
i didn't post it did I? ops.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on November 21, 2010, 10:46:58 PM
So yeah. updated.

be afaird

there is a lot of stuff dummyed out in this verson. it's all coming soon


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Pteriforever on November 22, 2010, 02:00:15 AM
SQUEE!

The laser spikes finally work!!!!


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on November 22, 2010, 09:18:03 AM
SQUEE!

The laser spikes finally work!!!!

I am glad you are happy. working on the new golden city mode still!

(thats what's up with the title screen)


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: ManaUser on November 24, 2010, 01:07:03 AM
I've been meaning to ask, how did you do that glow effect you used so much in this mod? Or are they all actually new sprites?


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on November 24, 2010, 01:41:02 AM
I've been meaning to ask, how did you do that glow effect you used so much in this mod? Or are they all actually new sprites?
Glow effect?

What do you mean by glow effect?

The spikes glowing?


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Wonkyth on November 24, 2010, 03:23:22 AM
Just a tint, I'd assume.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Pteriforever on November 24, 2010, 03:50:08 AM
What's up with the shortcut house? something to do with the new mode that's coming, I guess.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: ManaUser on November 24, 2010, 10:00:17 AM
Glow effect?

What do you mean by glow effect?

The spikes glowing?
Right.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Wonkyth on November 26, 2010, 12:12:45 AM
Just a tint, I'd assume.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: ManaUser on November 26, 2010, 10:19:03 AM
What's a "tint"?


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Wonkyth on November 27, 2010, 04:49:50 AM
Dude, blending!  :P


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: ManaUser on November 27, 2010, 02:16:32 PM
Okay... but image_blend only seems to make things darker. Do you have to change the blend mode or something? I'm just curious how it's done. That's why I asked.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on November 27, 2010, 07:13:59 PM
Okay... but image_blend only seems to make things darker. Do you have to change the blend mode or something? I'm just curious how it's done. That's why I asked.
You edit the sprite itself.

Basicly you can make something black and white red, and recolor it from there

What's up with the shortcut house? something to do with the new mode that's coming, I guess.

Yep : )



Glow effect?

What do you mean by glow effect?

The spikes glowing?
Right.
I used "fade to color: white" on the spikes, 15 frames.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: ManaUser on November 27, 2010, 11:22:05 PM
Thanks. That's exactly what I wanted to know.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on November 28, 2010, 01:24:23 AM
Thanks. That's exactly what I wanted to know.
glad I could help, let me know if you need anything more


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Wonkyth on November 28, 2010, 08:17:58 PM
Doesn't GM have additives blending?


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on November 28, 2010, 08:36:20 PM
I don't understand your question. " additives blending"?


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: ManaUser on November 28, 2010, 09:28:55 PM
Meaning so the colors are added together and it gets brighter. Yeah it does have a command like that, draw_set_blend_mode(), but I couldn't figure out how to use it for something like this. I guess you'd have to call it in the draw event... or something. I admit I never really tried too hard. I was hoping mars had already done it and I could just ask. :)


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on November 28, 2010, 10:35:34 PM
Meaning so the colors are added together and it gets brighter. Yeah it does have a command like that, draw_set_blend_mode(), but I couldn't figure out how to use it for something like this. I guess you'd have to call it in the draw event... or something. I admit I never really tried too hard. I was hoping mars had already done it and I could just ask. :)
I have no clue how to use it. I didn't even know it existed. I just fake things that way, sorry! what you trying to do?


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Wonkyth on November 29, 2010, 12:26:21 AM
Sorry, that should have been "Additive blending".  :-\
But seriously, Additive blending can be used to create innumerable fantastic effects, so it's worth looking into it.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: ManaUser on November 29, 2010, 01:24:45 PM
Meaning so the colors are added together and it gets brighter. Yeah it does have a command like that, draw_set_blend_mode(), but I couldn't figure out how to use it for something like this. I guess you'd have to call it in the draw event... or something. I admit I never really tried too hard. I was hoping mars had already done it and I could just ask. :)
I have no clue how to use it. I didn't even know it existed. I just fake things that way, sorry! what you trying to do?
Noting particular actually. :D I just really like the idea of being able to change how things look dynamically. It would be a great feature for Magic Signs for one thing.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Pedrollipe on November 30, 2010, 10:36:34 AM
every time i download it,put on my spelunky folder
it does not work,no matter what

how to make it run?


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on November 30, 2010, 11:17:40 AM
every time i download it,put on my spelunky folder
it does not work,no matter what

how to make it run?

Well did you unzip it? I would guess so but just making sure. assuming not, whats your error?


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: DialFforFunky on December 02, 2010, 05:25:38 PM
This new version is awesome. It's very good, and finally feels like a finished and completed product. Very well done!

some nitpicks:
(http://img269.imageshack.us/img269/1143/hiddenscore.png)
score is behind the spikes.

- golden scarab is now capable of moving around in water. I don't recall this being able in normal spelunky, but perhaps it was.

- normal ufo's are still unbelievably annoying. I find myself rushing though ice just to be rid of them, instead of exploring the level.

- 'evil' levels don't really feel like they give you any reward for your hardships. Is there a way to counterbalance this?

- instant death from any caveman stealing your weapon is a a bit harsh. this can make guns almost as much as a burden as they are a blessing. Especially when considering the ice-levels are also pretty harsh on guns. perhaps add a delay of half a second on the first shot a caveman can fire?

and the good:

- zapping spikes! they are pretty! and having a whole row of them in the jungle is hilarious. As they are so pretty, perhaps it might be worth it to consider adding a bit of a glow effect to the red spikes as well?
- jetpack fix is amazing. great job! Jetpacking is fun once again.
- I never noticed the additional bonus of glasses, very classy.
- the staff is now properly balanced. it requires effort, but is none the less the most powerfull weapon available.
- this mod! I love it!


F



Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on December 02, 2010, 08:07:19 PM
Quote from: DialFforFunky
This new version is awesome. It's very good, and finally feels like a finished and completed product. Very well done!
Thanks a lot! (goes back to working on it)

Quote from: DialFforFunky
score is behind the spikes.
Oh.. um.. might of made them.. TO "high"

Quote from: DialFforFunky
- golden scarab is now capable of moving around in water. I don't recall this being able in normal spelunky, but perhaps it was.
I haven't changed a line of code in them

Quote from: DialFforFunky
- normal ufo's are still unbelievably annoying. I find myself rushing though ice just to be rid of them, instead of exploring the level.
They are that way by request! I might tone them down a bit and tone up the new mode verson


Quote from: DialFforFunky
- 'evil' levels don't really feel like they give you any reward for your hardships. Is there a way to counterbalance this?
I could make evil or good monsters drop more stuff?

Quote from: DialFforFunky
- instant death from any caveman stealing your weapon is a a bit harsh. this can make guns almost as much as a burden as they are a blessing. Especially when considering the ice-levels are also pretty harsh on guns. perhaps add a delay of half a second on the first shot a caveman can fire?
I'll try to add a delay. And the ice levels are so harsh on guns is becuse the 4th level is so.. well guns are very good on that level if you take it slow

Quote from: DialFforFunky
- zapping spikes! they are pretty! and having a whole row of them in the jungle is hilarious. As they are so pretty, perhaps it might be worth it to consider adding a bit of a glow effect to the red spikes as well?
You want glowing spikes? I'll add glowing spikes, like I am opening it now to make spikes glow
Quote from: DialFforFunky
This new version is awesome. It's very good, and finally feels like a finished and completed product. Very well done!
Thanks a lot! (goes back to working on it)

Quote from: DialFforFunky
score is behind the spikes.
Oh.. um.. might of made them.. TO "high"

Quote from: DialFforFunky
- golden scarab is now capable of moving around in water. I don't recall this being able in normal spelunky, but perhaps it was.
I haven't changed a line of code in them

Quote from: DialFforFunky
- normal ufo's are still unbelievably annoying. I find myself rushing though ice just to be rid of them, instead of exploring the level.
They are that way by request! I might tone them down a bit and tone up the new mode verson


Quote from: DialFforFunky
- 'evil' levels don't really feel like they give you any reward for your hardships. Is there a way to counterbalance this?
I could make evil or good monsters drop more stuff?

Quote from: DialFforFunky
- instant death from any caveman stealing your weapon is a a bit harsh. this can make guns almost as much as a burden as they are a blessing. Especially when considering the ice-levels are also pretty harsh on guns. perhaps add a delay of half a second on the first shot a caveman can fire?
I'll try to add a delay. And the ice levels are so harsh on guns is becuse the 4th level is so.. well guns are very good on that level if you take it slow

Quote from: DialFforFunky
- jetpack fix is amazing. great job! Jetpacking is fun once again.
Glad you like it!

Quote from: DialFforFunky
- I never noticed the additional bonus of glasses, very classy.
I forgot what I did! what did I do?

Quote from: DialFforFunky
- the staff is now properly balanced. it requires effort, but is none the less the most powerfull weapon available.
Thanks a lot!

Quote from: DialFforFunky
This new version is awesome. It's very good, and finally feels like a finished and completed product. Very well done!
Thanks a lot! (goes back to working on it)

Quote from: DialFforFunky
score is behind the spikes.
Oh.. um.. might of made them.. TO "high"

Quote from: DialFforFunky
- golden scarab is now capable of moving around in water. I don't recall this being able in normal spelunky, but perhaps it was.
I haven't changed a line of code in them

Quote from: DialFforFunky
- normal ufo's are still unbelievably annoying. I find myself rushing though ice just to be rid of them, instead of exploring the level.
They are that way by request! I might tone them down a bit and tone up the new mode verson


Quote from: DialFforFunky
- 'evil' levels don't really feel like they give you any reward for your hardships. Is there a way to counterbalance this?
I could make evil or good monsters drop more stuff?

Quote from: DialFforFunky
- instant death from any caveman stealing your weapon is a a bit harsh. this can make guns almost as much as a burden as they are a blessing. Especially when considering the ice-levels are also pretty harsh on guns. perhaps add a delay of half a second on the first shot a caveman can fire?
I'll try to add a delay. And the ice levels are so harsh on guns is becuse the 4th level is so.. well guns are very good on that level if you take it slow

Quote from: DialFforFunky
- zapping spikes! they are pretty! and having a whole row of them in the jungle is hilarious. As they are so pretty, perhaps it might be worth it to consider adding a bit of a glow effect to the red spikes as well?
You want glowing spikes? I'll add glowing spikes, like I am opening it now to make spikes glow
Quote from: DialFforFunky
This new version is awesome. It's very good, and finally feels like a finished and completed product. Very well done!
Thanks a lot! (goes back to working on it)

Quote from: DialFforFunky
score is behind the spikes.
Oh.. um.. might of made them.. TO "high"

Quote from: DialFforFunky
- golden scarab is now capable of moving around in water. I don't recall this being able in normal spelunky, but perhaps it was.
I haven't changed a line of code in them

Quote from: DialFforFunky
- normal ufo's are still unbelievably annoying. I find myself rushing though ice just to be rid of them, instead of exploring the level.
They are that way by request! I might tone them down a bit and tone up the new mode verson


Quote from: DialFforFunky
- 'evil' levels don't really feel like they give you any reward for your hardships. Is there a way to counterbalance this?
I could make evil or good monsters drop more stuff?

Quote from: DialFforFunky
- instant death from any caveman stealing your weapon is a a bit harsh. this can make guns almost as much as a burden as they are a blessing. Especially when considering the ice-levels are also pretty harsh on guns. perhaps add a delay of half a second on the first shot a caveman can fire?
I'll try to add a delay. And the ice levels are so harsh on guns is becuse the 4th level is so.. well guns are very good on that level if you take it slow

Quote from: DialFforFunky
- jetpack fix is amazing. great job! Jetpacking is fun once again.
Glad you like it!

Quote from: DialFforFunky
- I never noticed the additional bonus of glasses, very classy.
I forgot what I did! what did I do?

Quote from: DialFforFunky
- this mod! I love it!
*does happy dance*


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Bae on December 04, 2010, 01:04:00 AM
good job repeating lines of text there mars  :D


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Kefit on December 23, 2010, 11:38:41 PM
uhhhhhhhhhhhhhhhhhhhhhhhhh

(http://img193.imageshack.us/img193/7621/screenshot189.png)

Actually paused the game to post this. brb with the tale of however I end up dying.

EDIT: Ok, the floor level below this had three spelunky monsters, a red mummy, and two horrifying super ultra bats guarding the giant golden statue. Better still, the path down was actually blocked off completely, so I had to bomb to the exit - which was guarded by another super hell bat of doom. I high tailed it out of there. A shame, I never got to see what the spelunkers do. Bomb arrows maybe?

EDIT 2:

(http://img696.imageshack.us/img696/5289/screenshot190v.png)

Should have raided the attic of the boss stage, I had plenty of rope and I would have broken $200,000. Oh well. I was tense as hell after the ridiculous City of Gold stage and just wanted to get the win.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on December 24, 2010, 11:35:09 AM
wait wait wait!?

you GOT to the city of gold?

I didn't think anyone would get to the city gold! it's not even finshed yet!




Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Kefit on December 24, 2010, 05:08:48 PM
Yeah, this is just the normal City of Gold stage. I have no idea how to get to the keys to open up the shortcut house door. I was practicing for a Gates of Hell City of Gold run I plan to record while a friend and I give live commentary, and this was the first time I had actually reached the City.

Getting to the City of Gold was a lot harder than I expected, even when using items. It's simply a matter of having to spend more time in the levels running around looking for items. Compared to my naked runs, where I get to the boss in less than ten minutes, this run lasted almost twice as long. That's twice as much time to be exposed to the ramped up hazards of Gates of Hell. This really makes a huge difference in survival rate.

Some general notes:

- The new jetpack is hilarious. When I try to use it I just end up hurting myself. So I stick with the cape.

- The cape is still too strong. Maybe give it a limited flight duration?

- Shotgun is too strong. I'd replace it with the sniper rifle in all cases, at least when the Spelunker is holding it. It should still function as a shotgun in the hands of shopkeeps and armed cavemen, similar to the pistol. I have no idea if this is possible with the current coding.

- The Scepter breaks the game just as much as it did in vanilla Spelunky, it just requires a little more effort now. I was fine with it in earlier incarnations of Gates of Hell. Of course, I'll only be picking up the scepter if I'm going for the City of Gold, in which case I'll lose it anyway, so this isn't a huge problem.

- Thwomps are too slow. Yes, I know I said they were too fast in earlier versions. A middle ground should be found.

- I love the UFOs as is and if you remove them I will cry.

- If you do make an easier version of this mod, featuring things like toned down UFOs, then the above suggestions are of course only pertinent to the harder version. Because I am an insane man who just wants everything to be as hard as possible while still providing an interesting challenge that is possible to overcome.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on December 24, 2010, 09:02:55 PM
1) take some time with the new jetpack, it's super helpfull!

2) I honestly don't know how to do that!

3) I could just make the shotgun weaker in your hands. mabey 2 bullets only?

4)the scepter is kind of ment to be game breaking and won't help fight the boss, I plan to make one bad guy counter it so baddly though

5) I'll try to make them speed up as they go how about that

6) I could do that.. hmm.. ok, once I get game maker on my new laptop which is epic I will do that


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Pteriforever on December 25, 2010, 01:54:01 AM
I LOVE the upgraded parachute and ropes. I was just wondering if anyone else found the throwing stars?

Here are tricks you can take advantage of:

-If a giant spider is blocking your tunnel, light a bomb next to it to make it wake up and thus get out of your way,  then use the bomb for something else.

-The sniper AI sucks. They always want to stay a moderate distance away from  you, so if you just stand there and do nothing you're mostly safe.

-Boulders. Orange is the most common, and is really fast. Blue is somewhat less common, and melts through blocks. Red is really rare, and I don't know what it does. All three can smash down pretty much any obstacle. This doesn't break my treasureless conduct because golden idols don't count until you bring them to the exit.

In addition, the bat AI sucks too.

In my super insane difficult run, my best is level 6.

1) It is super helpful, I agree.

2) No. No. Nono. Nooo. No no. Just no.

3) IMO the sniper rifle is better anyway. That'll just make the shotgun totally pointless. They are roughly equal in power IMO, but the sniper can't be stolen by ad many enemies.

4) Scepter sucks anyway.

5) I think you should keep them how they are in vanilla, but add back in the enhanced red ones from Evil Death.

6) Bad idea. Isn't it meant to be hard?


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Kefit on December 25, 2010, 04:31:11 AM
3) The spread on the shotgun is much better than the enhanced damage of the sniper. With the shotgun you can just fire blindly off screen and have a good chance of killing dangerous enemies liked armed cavemen. I wasn't aware that the sniper was harder to steal than the shotgun, probably because I long ago made it a point not to get near cavemen with any kind of gun.

4) The scepter in the current version kills everything dead. It lets you kill armed cavemen and the like through walls and floors, which is really powerful in the temple. Way better than any of the guns.

2-5-6) First you say not to nerf the cape, and to tone down the UFOs, suggesting you want this hack to be easier, but then you say that this hack is meant to be hard? Make up your mind.

Also, tell me what your insane difficulty conditions are. I might give it a try.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: hyperme on December 25, 2010, 06:19:16 AM
Hack? Do we look like a legally gray place to you?  These be mods!

For the shotgun problem, why not give some enmies bullet resistance immunity?

Scepter should mybe only be usable X times a level?


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Wonkyth on December 25, 2010, 07:53:20 AM
Just another term for mod, Hyperme.  ;)


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Kefit on December 25, 2010, 02:08:01 PM
For the shotgun problem, why not give some enmies bullet resistance immunity?

They used to have that, and that makes the shotgun nearly useless. The shotgun should be capable of killing dangerous enemies, but the player should have to work for it.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Kefit on December 25, 2010, 04:25:48 PM
This somehow happened after a red monkey lit all my bombs:

(http://img834.imageshack.us/img834/4977/screenshot192m.png)

btw I had no money and no kills up to level six, but the start of level six was impossible cause I had no bombs (sadly -1 bombs does not give you infinite). So I lured a bomb frog over and killed it to clear my path forward. So this is the start of level seven with no money and one kill.

EDIT: End of the line?

(http://img5.imageshack.us/img5/2586/screenshot193.png)

EDIT 2: Nope, managed to lure the white monkey down by ledgehanging on the left side of the platform the plant is walking on. Then I dashed across the vines. Some of the regular monkeys glitch killed themselves trying to jump on me, I'm not counting that :p

EDIT 3: Damn, killed a couple of frogs on accident. Oh well. Still moneyless, let's see how long I can last with that.

EDIT 4: Died on stage 11 due to some kind of falling platform glitch that stunned me in a really bad place. Still as moneyless as the day I was born. Three total kills caused directly by Spelunky, all of frogs. ;_;

The optimal way to do no kill and no money requires stealing a bunch of bombs from a cave bomb shop. The caves and the jungle will constantly screw you over with money and enemy placement unless you get really lucky, and well placed bombs can sometimes be the only way around this. The four you get at the start simply aren't enough unless you get lucky with crates.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on December 25, 2010, 05:08:11 PM
darn I was sure that I fixed the money glich, I'll work on it when I get gamer maker on this new laptop


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Kefit on December 25, 2010, 05:16:05 PM
No money glitch here. I simply picked up no money from the start of the game until I died.

The glitch is the negative bomb count. It doesn't do anything fun like activate infinite bombs though. Something weird may have happened if I had picked up more bombs, but I didn't get a chance to do that.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on December 25, 2010, 06:09:37 PM
No money glitch here. I simply picked up no money from the start of the game until I died.

The glitch is the negative bomb count. It doesn't do anything fun like activate infinite bombs though. Something weird may have happened if I had picked up more bombs, but I didn't get a chance to do that.
yeah that was a typo

I ment to say MONKEY glich


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Pteriforever on December 25, 2010, 06:33:51 PM
1. I was referring to the smash traps, not the UFOs.

2. I don't want to state my conditions because then someone will steal my glory.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Kefit on December 25, 2010, 07:20:08 PM
1) Ah, the enhanced red ones from evil death seemed better than the faster ones in earlier versions of gates of hell. I agree with this idea.

2) OK fine. I'll just go ahead and do no kills no money no equipable items then, with the caveat that beating the final boss isn't required.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on December 25, 2010, 08:19:41 PM
I could try and make the final boss auto die if you have no kills or money


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: DialFforFunky on January 03, 2011, 06:48:32 PM
Yay! just finished this mod with the newest changes! My goodness, this is tough...

Some notes:

- right-facing evil arrow traps seem to have broken once again.
- the gray spider is trapped by its ow webs, and is now very easy to kill.
- I've found ways to adapt to the ufo's, they take a little practice. You'll NEED a gun, and try and aim for the point of origin of the off-screen fireballs. Then move in that direction, and the ufo's will be done for. I can't say I really like this way of fighting, but I'm happy to notice there is an alternative to rushing. I like to kill enemies and get stuff, and this approach allows me to keep on playing my own style.
- laser-spike pits of death: an entire pit of these things is an impressive sight to behold. Crossing them would be likewise as impressive.
- yeti king is utter awsome. Scary but awesome.
- bomb dropping by gun-toting neanderthals is still borked.
- 'hawnting' in intro. There might be a spelling mistake somwhere in the jungle as well, but it might also be a thing of the past.
- some items do not display on inter-level-sceens (new guns, cape)
- some items do not display in upgrade-list in the top of the screen (cape, parachute)
- hawkman resistant to whips is a questionable idea. +health or slighly decreased k.o. time might be better. Facing them without a weapon is almost certain death, which is kind of much for a common hawkman.
- spiders hang is nome pretty akward places nowdays. at the base of a plant above jungle spike pit is pretty nast, as well as above the entrance in area 4.
-staff toting hawkmen are extremely cool.
- I've yet to encounter golden fish.

-just played another run and got the bombgun for the first time. OH MY GOD! That thing is the portable nuke for spelunky. It singlehandedly owns about everything, and made fighting the giant head a piece of cake. None the less, I love it, so keep it :D.


F


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on January 04, 2011, 09:37:31 PM
Yay! just finished this mod with the newest changes! My goodness, this is tough...

Some notes:

- right-facing evil arrow traps seem to have broken once again.
- the gray spider is trapped by its ow webs, and is now very easy to kill.
- I've found ways to adapt to the ufo's, they take a little practice. You'll NEED a gun, and try and aim for the point of origin of the off-screen fireballs. Then move in that direction, and the ufo's will be done for. I can't say I really like this way of fighting, but I'm happy to notice there is an alternative to rushing. I like to kill enemies and get stuff, and this approach allows me to keep on playing my own style.
- laser-spike pits of death: an entire pit of these things is an impressive sight to behold. Crossing them would be likewise as impressive.
- yeti king is utter awsome. Scary but awesome.
- bomb dropping by gun-toting neanderthals is still borked.
- 'hawnting' in intro. There might be a spelling mistake somwhere in the jungle as well, but it might also be a thing of the past.
- some items do not display on inter-level-sceens (new guns, cape)
- some items do not display in upgrade-list in the top of the screen (cape, parachute)
- hawkman resistant to whips is a questionable idea. +health or slighly decreased k.o. time might be better. Facing them without a weapon is almost certain death, which is kind of much for a common hawkman.
- spiders hang is nome pretty akward places nowdays. at the base of a plant above jungle spike pit is pretty nast, as well as above the entrance in area 4.
-staff toting hawkmen are extremely cool.
- I've yet to encounter golden fish.

-just played another run and got the bombgun for the first time. OH MY GOD! That thing is the portable nuke for spelunky. It singlehandedly owns about everything, and made fighting the giant head a piece of cake. None the less, I love it, so keep it :D.


F
1) ... what the beep I didn't even touch them
2) what the beep. WHAT THE ***!?
3) Good job being the frist to figure it out
4) Thank you.
5) I worked hard on him! glad you like him
6) oh right the fake bomb that is really gold I kinda like it really
7) ... you know me and spelling
8) capes too? beep. more to fix when I get game makre on this thing. I am working on that.
9)... darn it
10)  (you DO know there is a trick to hakemen right? something that is easy to do unarmed but no one trys?)
11) they hang in the same places, just stand out more
12) thank you
13) you can't yet.
14) But normaly what you have to do to get it... glad you like it


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on January 25, 2011, 02:18:39 AM
ok got it on my new computer request stuff if you want


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Wonkyth on February 01, 2011, 05:50:28 AM
Damn, college!
No Time!


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Pteriforever on February 04, 2011, 11:42:18 PM
Anyone else here found the shurikens?


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Pteriforever on February 04, 2011, 11:48:24 PM
A caveman stole a pistol from a shop and the shoppy didn't get mad  ;D

BTW when's the bonus mode coming? This mod's too easy.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on February 05, 2011, 11:45:01 AM
A caveman stole a pistol from a shop and the shoppy didn't get mad  ;D

BTW when's the bonus mode coming? This mod's too easy.
when I figure out how to upgrade yetis and a few other bad guys even more.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: paulsmith159 on February 06, 2011, 10:14:06 AM
where is the code for the secret treasure room, the "backspace treasure room"?  what section of script is it in?


never mind.  found it.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on February 06, 2011, 11:57:28 AM
where is the code for the secret treasure room, the "backspace treasure room"?  what section of script is it in?


...

what in the world are you talking about?


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Pteriforever on February 06, 2011, 03:57:46 PM
I think he's referring to the extra room added to the temple zone during the LCoG -- It's a twisty passage, filled with gold bars, that's boxed in on all sides.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on February 06, 2011, 09:41:16 PM
I think he's referring to the extra room added to the temple zone during the LCoG -- It's a twisty passage, filled with gold bars, that's boxed in on all sides.

I haven't... added any rooms to the temple.

I haven't seen such a room.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Pteriforever on February 08, 2011, 03:38:39 PM
It's in all versions of spelunky.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: halibabica on February 08, 2011, 04:15:29 PM
It's a room that only appears in the city of gold.  It's like:

 :spl-bl01: :spl-bl01: :spl-bl01: :spl-bl01:
 :000-spce: :spl-gold: :spl-gold: :spl-gold:
 :000-spce: :spl-bl01: :spl-bl01: :spl-bl01:
 :spl-gold: :spl-gold: :spl-gold: :000-spce:
 :spl-bl01: :spl-bl01: :spl-bl01: :000-spce:
 :000-spce: :spl-gold: :spl-gold: :spl-gold:
 :000-spce: :spl-bl01: :spl-bl01: :spl-bl01:
 :spl-gold: :spl-gold: :spl-gold: :000-spce:
 :spl-bl01: :spl-bl01: :spl-bl01: :000-spce:


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on February 08, 2011, 07:57:59 PM
It's a room that only appears in the city of gold.  It's like:

 :spl-bl01: :spl-bl01: :spl-bl01: :spl-bl01:
 :000-spce: :spl-gold: :spl-gold: :spl-gold:
 :000-spce: :spl-bl01: :spl-bl01: :spl-bl01:
 :spl-gold: :spl-gold: :spl-gold: :000-spce:
 :spl-bl01: :spl-bl01: :spl-bl01: :000-spce:
 :000-spce: :spl-gold: :spl-gold: :spl-gold:
 :000-spce: :spl-bl01: :spl-bl01: :spl-bl01:
 :spl-gold: :spl-gold: :spl-gold: :000-spce:
 :spl-bl01: :spl-bl01: :spl-bl01: :000-spce:

Oh that room. yeah I didn't add it or change it in any way...

but mabey I should

(makes a gold bars diamond, also with snipers there) ha ha ha ha ha!


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Pteriforever on January 03, 2012, 12:45:11 AM
...11 months later...

Kinda sad that we never got to see the bonus mode.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Bae on January 03, 2012, 01:28:14 AM
Game designer ADHD
Same happened with Tastes like Ultra booms, My potential CS spelunky, and most mods on here, Hali Hype and Moloch seem to be the only ones who can "finish" a mod


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: halibabica on January 03, 2012, 04:28:38 AM
Game designer ADHD
Same happened with Tastes like Ultra booms, My potential CS spelunky, and most mods on here, Hali Hype and Moloch seem to be the only ones who can "finish" a mod
For the record, I haven't forgotten about Spelunkémon or Spelunkying!  I'm just still VERY BUSY OH GAWD...but won't be for too much longer.  My guesstimate is February.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: hyperme on January 03, 2012, 09:41:55 AM
Game designer ADHD
Same happened with Tastes like Ultra booms, My potential CS spelunky, and most mods on here, Hali Hype and Moloch seem to be the only ones who can "finish" a mod

There's a reason why my mods are both utterly random and usually small tweaks.

Of course, my inability to art also doesn't help.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on January 03, 2012, 12:55:24 PM
Meh. I had little more to add at this point


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Pteriforever on January 04, 2012, 11:16:00 PM
I believe there was the bonus mode and the golden city stuff.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Nathan on July 06, 2012, 03:05:21 PM
Game designer ADHD
Same happened with Tastes like Ultra booms, My potential CS spelunky, and most mods on here, Hali Hype and Moloch seem to be the only ones who can "finish" a mod
For the record, I haven't forgotten about Spelunkémon or Spelunkying!  I'm just still VERY BUSY OH GAWD...but won't be for too much longer.  My guesstimate is February.

That didn't happen


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: halibabica on July 07, 2012, 04:19:19 AM
You replied six months later to say that? Really?


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Nathan on July 07, 2012, 10:07:14 AM
Sorry  :P


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: supermariousa on July 07, 2012, 11:23:19 AM
Hali seems upset.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: halibabica on July 07, 2012, 07:53:25 PM
I'm not upset or anything, that was just uncalled for. I have time to work on my Spelunky mods again, but the problem is balancing it with everything else I want to do, too. I'm figuring out ways to do that currently, so maybe an update isn't so far off now.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Nathan on July 07, 2012, 08:11:27 PM
Its seriously not a big deal


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Dabluechimp on April 06, 2013, 05:02:34 PM
What is it with you and pure death

EDIT: I've been looking around you're mods an they all seem to revolve around dieing allot


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Kegluneq on April 07, 2013, 01:42:29 PM
What is it with you and pure death

EDIT: I've been looking around you're mods an they all seem to revolve around dieing allot
But that's the "fun"!


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Taylor, The Eternal Oblivion on April 07, 2013, 03:38:24 PM
... If there is so much death, then this mod needs a necromancer in the next update... whenever that is, if there is going to be one. XD

That's just me though.
Out of curiousness: is there anything still forgotten to be done?


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Wonkyth on April 07, 2013, 10:56:35 PM
Hmm, that'd be an interesting mod. The more you die, the harder it gets. Obv you can reset, but yeah... :D


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: halibabica on April 08, 2013, 04:19:35 AM
Wouldn't the logical progression be 'the more you die, the easier it gets?'


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Wonkyth on April 08, 2013, 06:07:45 AM
Well, you have to counter-act skill increase somehow. :)


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Taylor, The Eternal Oblivion on April 08, 2013, 07:40:07 AM
Hmm, that'd be an interesting mod. The more you die, the harder it gets. Obv you can reset, but yeah... :D
This :)

If I had Game Maker, I'd try to make such a mod from vanilla Spelunky.
But not chocolate Spelunky, or mint Spelunky. Those mods don't exist yet XD

Wouldn't the logical progression be 'the more you die, the easier it gets?'
Logically, yeah.
Illogically, nope! :P


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: halibabica on April 08, 2013, 08:18:56 AM
Well, you have to counter-act skill increase somehow. :)
How about getting tougher when you win?


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Wonkyth on April 08, 2013, 08:35:18 AM
Nah, too mainstream, brah!


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on April 08, 2013, 06:08:24 PM
... If there is so much death, then this mod needs a necromancer in the next update... whenever that is, if there is going to be one. XD

That's just me though.
Out of curiousness: is there anything still forgotten to be done?

Most likely.

I'm good at forgeting things

Is there city of gold mode wit hall the golden bad guys yet?

I think there is


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Nathan on April 08, 2013, 07:04:33 PM
Please finish it. I beg you. Almost as much as I beg tyvr0 or whatever his name is. That barbarian game is taking him a while. He has been on the 10% left phase for a while now. I hope he finishes it.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on April 09, 2013, 11:08:16 PM
Please finish it. I beg you. Almost as much as I beg tyvr0 or whatever his name is. That barbarian game is taking him a while. He has been on the 10% left phase for a while now. I hope he finishes it.

I forgot what I needed to do to finish it

tell me.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: KarjamP on April 10, 2013, 02:38:55 AM
When he remembered what he needed to do to finish it.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Nathan on April 10, 2013, 04:52:11 PM
I think you need to do the new mode which involves yetis and other enemies.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on April 10, 2013, 09:08:23 PM
I think you need to do the new mode which involves yetis and other enemies.
I don't remember that at all

But I do need to finish makign city of gold unlockable... I think I'll try that tonight, witch means if we are lucky it will be done in a week.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Nathan on April 14, 2013, 10:44:18 AM
So are we lucky?


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on April 14, 2013, 06:14:22 PM
If you may notice, I'm asking for help for something on the help forum

After that...


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Ninja_Zane on July 07, 2013, 06:52:26 AM
I forgot how much of a dick you are with your mods. Why must the caveman have a shotgun on level 16?


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: marsgreekgod on August 26, 2013, 11:55:37 PM
I forgot how much of a dick you are with your mods. Why must the caveman have a shotgun on level 16?

The same reason that hawkmen can pick up the septer and it doesn't hurt them?

Hey at least it's not a sniper. those guys suck even worse.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Nathan on October 16, 2013, 12:00:55 PM
Just finish god damn it  ;D


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: SuperX46 on October 16, 2013, 05:00:09 PM
Nathan, that's not very mature.


Title: Re: The gates of hell spelunky (New mode still coming, updates I forgot to do.)
Post by: Whooper1222 on October 17, 2013, 12:43:57 AM
Nathan, that's not very mature.
What?