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1  Games / Source / Re: Spelunky SD (fixes, tweaks, online multiplayer) on: April 06, 2015, 08:01:24 AM
It's cool you're still working on this, it looks great. I'll have to try it again.
Thanks!
The next large update is going to have 4-player support.

These sure are some interesting times.

No particular ETA yet though, as UDP is weird. But so is P2P[-ish] TCP with more than two players. And handling network events from multiple sources at once. Everything is.
2  Games / Source / Re: Spelunky in game maker studio(?) on: April 06, 2015, 07:38:24 AM
There's a lot of different small incompatibilities between GM<=8.1 and GMS, mostly caused by the fact that pre-GMS versions didn't need to have the games run on any non-Windows platforms, with some of practices used (screen_redraw/screen_refresh/sleep/..) just not really being a thing on a fair of GMS' target platforms.
Also GM<=8.1 was quite careless about what would normally have been a decent cause of an error - for example, you could attempt to change a variable of a non-existent instance and this would raise no errors whatsoever.
Last year I've made a basic "at least this compiles" update for someone, but I don't know how well it works nowadays (as there have been additional breaking changes since then).
For the health of modding in general it would be kind of cool to do a major rewrite of the game (for optimizations, bug fixes, and readability) but that is weeks and weeks of work and I don't think that anyone would consciously leap onto such adventure.
3  Games / Source / Re: Spelunky SD (fixes, tweaks, online multiplayer) on: February 26, 2015, 09:45:00 PM
A new version has been released.
Changes include configurable controls, player colors, PvP mode, sequence capturing, and more.
4  Games / Source / Re: Spelunky SD (fixes, tweaks, online multiplayer) on: July 09, 2014, 10:17:36 AM
So, Moloch and I played a few games on this and first of all, it was quite enjoyable. Lag got a tiny bit painful at times, but mostly it was better than I'd have expected.
Thanks!

When you die in a challenge it doesn't tell you you need to press C to exit. I later figured it out, but we thought we were stuck.
Fixed. Not sure why that wasn't done in game from start.

The DIE command on the pause screen doesn't work. I don't know if remapping bomb to A (as in classic) effected that. Anyway /die works, so no biggie.
Fixed. Actually was about the fact that I was attempting to poll game for counting alive players while it was paused (and everything is deactivated).

On a related note, when we had the ankh, player 2 bombed himself while standing next to the Moai head. He appeared inside but, apparently remained dead. Could have been he was still in the blast area, though I don't recall this happening before.
I believe this bug is present in vanilla as well. It's safer to use the suicide command than bombs.
Indeed, this is a bug left from original game. Explosions go through walls, and if you sticked a bomb to the side of Moai, then, well... you respawn and die inside.
I hoped that no one will try doing that and I will not have to add an explicit condition just for this, but oh well, now done. Might even have it's uses if I get to adding a modding API into this.

At one point, a bow apparently got duplicated. Probably when I (player 1) died holding it, but I did quite see it happen.
I failed to replicate this so far. Some more details would be more than welcome.

I'll upload new build to GameJolt in few days (once tested thoroughly, since I've also changed few things around); will probably upload an intermediate build to Patreon today or tomorrow.
5  Games / Source / Spelunky SD (fixes, tweaks, online multiplayer) on: July 04, 2014, 04:54:19 PM
Spelunky SD is an expansion and modification Spelunky Classic.
It includes a number of fixes and tweaks to the game, and, most notably, adds a cooperative online 2-player game mode.

Links: Announcement/details | Download | GameJolt page | Twitter | Support me

Some screenshots are available at GameJolt page.

If there are questions, feel free to ask Smiley
6  General / Games / Re: I have made a forum. on: June 29, 2014, 05:43:09 AM
Forums being dead can also partially be the fault of ones like you.
Making more forums means that there are even fewer active posts per forum per day, meaning that everything seems even more dead.
Kind of alike to theory about the expanding universe, wouldn't you agree?
7  Games / Source / Re: Can't open Spelunky in GameMaker:Studio on: March 06, 2014, 08:35:21 AM
I've been able to get Spelunky to work in GameMaker: Studio, and actually even more.
Primary issue with porting is the oScreen object - pre-GMS versions of GameMaker required a different approach to pixel-perfect screen scaling.
If you want to get the things running quickly, simply comment out all screen_redraw/screen_refresh calls, and destroy oScreen in the end of it's Creation event. You'll have to stick scrDrawHUD call into somewhere else though.
For my purposes I've managed to get screen scaling working via application_surface manipulations, but that is Early Access specific function for now.
Will probably investigate, whether this can be done in a more conventional way, later on.
8  Games / Source / Re: (PIPE DREAMS) LLVM to Magic Signs converter on: November 03, 2013, 12:03:19 PM
I'm afraid that this makes no sense whatover.
If you want dynamic scripting, GameMaker <= 8.1 has built-in execute_string function, which executes the given piece of GML. That also makes a fair of security risk.
Coincidentally, GameMaker: Studio has an option to compile GML via LLVM to grant great performance on native targets. Though, even with that, making interpreting code in realtime is not such a good idea.
9  Games / Source / Re: Tastes Like Spelunky and Source on: February 19, 2011, 04:00:38 AM
Code:
___________________________________________
ERROR in
action number 1
of  Step Event
for object oMattockPre:

Error in code at line 1:
   if (not owner.swinging)
                ^
at position 15: Unknown variable swinging
This happens when crushing miner with a block.
Not critical, but error messages are not very good.
10  Games / Source / Re: Tastes Like Spelunky and Source on: May 13, 2010, 08:10:38 AM
A hilarious mod.
Concept and some gameplay elements make me laugh.
But I have a question - is there any 'secure' way to get rid of shop-keepers other than throwing several bombs in from above?
11  Games / Source / Spelunky gm7! (download) on: May 12, 2010, 03:11:46 PM
First, hello there!
I have downloaded spelunky recently (~4 days ago?) and gave it a go.
At todays evening I finished the game the first time. So I thought, that its a nice time to do something to make next playthrough a bit interesting.
Unfortunaly, source was saved in gm8, which I didnt bought... yet.
So I used some of free time to do a conversion to gm7.
I have seen that some modding projects were canceled due to lack of gm7 source.
So I'm sharing this with you  Grin

File size note: This contains original source content + game source in gm7 format. gm7 source weights 2 times more than gm8 one due to bitmap storage approach difference in two versions of Game Maker.
Have fun!
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