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1  Games / Bugs/Suggestions / Re: pressing X on the load level screen on: December 18, 2009, 10:49:09 PM
Because it uses the registry. Not an actual save file.
2  Games / Bugs/Suggestions / Re: Multiple Black Market entrances (bug) on: December 18, 2009, 10:09:23 PM
Derek, what happens if you call the random function with 1 and 1 as a minimum and a maximum? Perhaps that's where it's breaking.
3  Games / Bugs/Suggestions / Re: Multiple Black Market entrances (bug) on: December 18, 2009, 02:59:14 PM
Lines 187-205 of scrEntityGen detail the chances of generating the Black Market normally. Note that the generation is contained within a "with oSolid" block unlike the fall-back example. Note that marketChance is initialized at "160". If there are fewer than 160 exposed "oSolid" tiles then there is a chance the Black Market won't generate, but as this is physically impossible...

Quote
    with oSolid
    {
        // bg
        if (rand(1,100) == 1 and not collision_point(x, y-16, oSolid, 0, 0)) tile_add(bgTrees, 0, 0, 16, 48, x, y-32, 9005);
       
        if (not isInShop(x, y))
        {
       
        if (y > 32 and collision_point(x, y-16, oSolid, 0, 0) and global.genMarketEntrance and not global.madeMarketEntrance)
        {
            obj = instance_place(x, y-16, oSolid);
            if (obj.type != "Tree" and type != "Altar" and not obj.invincible and rand(1,global.marketChance) == 1)
            {
                instance_create(x, y-16, oXMarket);
                invincible = true;
                global.madeMarketEntrance = true;
            }
            else global.marketChance -= 1;
        }

Lines 281-297 of scrEntityGen detail Black Market force-generation code.

Quote
    // force market entrance
    if (global.genMarketEntrance and not global.madeMarketEntrance)
    {
        with oSolid
        {
            if (y > 32 and collision_point(x, y-16, oSolid, 0, 0))
            {
                obj = instance_place(x, y-16, oSolid);
                if (obj.type != "Tree" and type != "Altar" and not obj.invincible)
                {
                    instance_create(x, y-16, oXMarket);
                    invincible = true;
                    global.madeMarketEntrance = true;
                }
            }
        }
    }

Might I get one of you guys to run Spelunky with debug mode enabled, then the next time this happens, watch the value of global.marketChance? There's seriously nothing wrong with this code as far as I can tell, so this shouldn't be happening.

Only asking out of curiosity, because as I said there's nothing wrong with that code.
4  Games / Bugs/Suggestions / Re: Multiple Black Market entrances (bug) on: December 18, 2009, 02:44:19 PM
I'll have a look at the Black Market generation code.
5  Games / Spelunky Classic / Re: A Spelunky Sprite Comic on: December 16, 2009, 09:57:29 PM
Doesn't stop me being right.

You doofuses need a reason as to why NOT to use JPG?

Lossy compression. You idiots ever heard of it? It's NOT a good thing when used for sprite comics. Seriously, learn to internet.


You doofuses need a reason as to why proper dialogue boxes should be used?

They look good and show that you're putting in more effort than COPY PASTE COPY PASTE DRAG DRAG DRAG TYPE TYPE TYPE TYPE TYPE SAVE LOLCOMICLOLOLOLOL.


You doofuses need a reason as to why it needs some sort of coherence?

Oh, wait. You probably wouldn't be able to understand why, if you think this is good.
6  Games / Spelunky Classic / Re: New Way of Killing Shopkeepers! on: December 16, 2009, 06:10:23 PM
Uh, exactly how old are you?

Because seriously.
7  Games / Spelunky Classic / Re: New Way of Killing Shopkeepers! on: December 15, 2009, 04:22:55 PM
Steal. Jump. Stomp. Grab. Blast. ???. Profit.
8  Games / Spelunky Classic / Re: A Spelunky Sprite Comic on: December 15, 2009, 04:22:08 PM
Hey, you two aren't the monkey under the slammer here.

If you aren't man enough to say what needs to be said about 99.9998% of all "sprite comics" out there, then don't smack me around for saying it for you.
9  Games / Bugs/Suggestions / Re: Damsel as a weapon? on: December 14, 2009, 09:38:15 PM
The Damsel can take four seperate arrow hits or strikes from another object while she's bouncing around from a throw before she dies. She dies instantly to spikes, lava, crushing, and bombs.

She will only take damage from arrows, totem spikes, or being struck by a flying object while she herself is flying through the air from a throw.
10  Games / Spelunky Classic / Re: A Spelunky Sprite Comic on: December 14, 2009, 08:04:24 PM
Try using some coherence, some actual fucking dialogue boxes instead of white paste-ons, and also try not using the fucking JPG format.
11  Games / Bugs/Suggestions / Re: Suggestion. on: December 14, 2009, 06:52:44 PM
It's really not that hard, I'm just lazy as christ.
12  Games / Bugs/Suggestions / Re: Suggestion. on: December 14, 2009, 05:47:17 PM
I've been slooooowly working on a Spelunky version with this as the only available game mode.

expect it sometime after someone else makes one.
13  Games / Bugs/Suggestions / Re: Sound Bug on: December 10, 2009, 02:47:25 PM
When you view the properties for a shortcut, there should be a "Start in:" field. Set it to the folder where your Spelunky is installed.
14  Games / Spelunky Classic / Re: No action button, no damage run video on: November 21, 2009, 05:02:38 PM
I've done a no-action-button run all the way to the boss... twice.

Then I died because I forgot to throw ropes up. Spiders jumped on me.
15  Games / Spelunky Classic / Re: Achievement unlocked on: November 10, 2009, 04:04:46 PM
He did it with the Spelunker too, dipwad. :V
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