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1  Games / Source / Re: [NEED PROGRAMMERS] The Ultimate Spelunky Potion Mod! on: July 19, 2012, 05:56:33 PM
I would request that poison makes you take extra damage, not damage over time, it's far less harsh when you have four health

Well, if it does more damage instantly, there's no reason to have antidote.
2  Games / Source / Re: [NEED PROGRAMMERS] The Ultimate Spelunky Potion Mod! on: July 19, 2012, 01:56:26 PM
Hey, everybody, just an update on our progress:
Delver, the creator of the original potion mod, is our current programmer. In about a month, he'll be too busy to work on the mod, and that's when snowyowl is going to be our programmer.
We're working hard to bring you the best Spelunky Mod ever!

We've decided that the base for our mod will be Spelunky 1.2 (A community- made bugfix patch)
3  Games / Source / Re: [NEED PROGRAMMERS] The Ultimate Spelunky Potion Mod! on: July 18, 2012, 09:23:02 AM
Hey, original creator of the potion mod here ^^

I would love to help out here and there... needless to say I think potions are a great addition to spelunky Smiley

I would suggest to build on a existing mod, ex. a re-hauled inventory system could be avoided by using a base with already have one (YASM).

Lastly the old mod actually had an alchemy system, you might want to check that out.

but anyway I can help for about a months time, then the summer vacation ends and reality kicks back into gear Cry   

 

Awesome, I would love your help!
I've talked to Snowyowl(Chronophilia on Reddit) a bit about development. Basically, we've come to a few conclusions:
*There will be 3 Mushroom types per run. This equals six combinations. So, six potion effects would be chosen per game.
*Potions which you buy from potion shops will tell you the potion effect, making them less risky, but more expensive than making your own.
*The extra inventory slot would be specifically for mushrooms and potions, to avoid breaking the game's balance.
*The inventory system would scroll with C. How it normally works is scrolling in between bomb, rope, and held item. This mod would add potions/mushrooms to that cycle.
*There would be an icon which shows what is in your magic slot. It would either show a mushroom, or an icon representing what kind of potion you have. (Heart, skull, fire, or question mark if you haven't used its type yet)
*We talked briefly about colorblind compatibility via different potion shapes.


I worked on 4 potion sprites, as well as some vials (just so there would be some variation in potion shape for colorblind-ies)

As soon as I get the chance, I'll work on the icons (such as question mark, heart, skull)

I also think we should use some of the more far- fetched potion suggestions I've gotten as rare potions.
I'm most easily accessible through PMs on reddit: http://www.reddit.com/user/thefrdeal/

I'm also [Dead5py] on steam. Add me on one of those, and we can chat about the mod! Chronophilia is going to be on vacation for about a month, so as soon as you have to stop, he can pick up Cheesy
4  Games / Source / [NEED PROGRAMMERS] The Ultimate Spelunky Potion Mod! on: July 17, 2012, 10:44:02 AM

The Ultimate Spelunky Potion Mod!
Hey, everybody. I'm looking for some programmers to help me create a new potion mod for spelunky.

When I saw the original Spelunky Potion Mod 0.6, I was very excited. A potion mechanic seemed to perfectly fit Spelunky and its randomly generated style. However, potions could only be acquired through shops, and could only be tested by pressing a series of buttons while above an unconscious enemy. The potions were larger than Spelunky himself, and didn't fit the graphical style at all. I was dissapointed. But lately, I've been thinking; I've been imagining a better potion mod which better fits the game's style. While all I can provide is pixel art and concepts, I assure you that if you can help program, we will create an awesometastic mod.

In this mod, Potions are like any other item. You can pick it up, throw it, angle your shots like normal. Potions can be tested out by throwing it at an enemy. Some potions have negative effects, and this mod will allow you to use those as weapons! Thrown potions will have a splash radius, and will be very powerful weapons.

However, any potion can be consumed by pressing the "D" key while it is in your hand. Drinking a potion can be dangerous if you don't know what it does, so it's best to test it on enemies first.

Potion effects are not constant between games. Similar to the original potion mod, potion effects are chosen at the beginning of your run, and it's up to you to discover what each color of potion does. Potion effects WILL be constant during a single life.


As well as purchasing potions from shops, you will be able to make your own using mushrooms! There are already several unused mushroom sprites in the game, so it will be easy to implement them and make them spawn naturally!
To make a potion, you have to combine two mushrooms. Once you've found one mushroom, carry it until you find another. Then, stand on top of the second mushroom and press X+ UP (Similar to opening a chest). These two mushrooms will combine into one potion which you can either throw or drink (by pressing D).

But, wait! We have to carry around a mushroom or a potion all the time?? That's stupid!
I realized that. With all of the useful weapons and carry items in the game, it would be ridiculous to replace those with potion stuff. That's why I propose that we make a second inventory slot!
This slot could be accessed by pressing c (Actually giving "C" a good use!). The second item wouldn't have to be a potion or mushroom, but the ability to have a mushroom or potion (as a secondary weapon) on you would make the game a bit easier, as well as making this mod more practical.

Now, before I tell you my potion Ideas, there is one more mechanic that this mod would include!
Poison!
As you may have expected, this concept was taken from Spelunky X, another great Spelunky mod. However, since there will be potions, poison would work slightly differently. My idea is that once the player is poisoned, there will be a display showing how long until the poison takes effect. The poison does not initially do damage, but once that timer runs out, the player will take a heart of damage. However, if the player drinks an antidote potion before the timer is up, then the timer will disappear and the player will not take any damage.

Potion Ideas:

Fire
Creates an explosion where used
Swiftness
Increases the speed of mobs near the aoe. Will reset when the next level starts.
Poison
Poisons mobs near the aoe
Antidote
cures mobs of poison near the aoe
Vitality
heals mobs in the aoe
Invincibility
temporarily makes mobs in the aoe invincible.
Tranquilizer
Knocks out knockoutable foes in the aoe They stay down for longer than if they were stunned in the ordinary way.
Holy Water
Delays the appearance of the Ghost if it hasn't arrived yet. Deals damage to undead foes (skeletons, zombies, vampires, mummies)



I would really love some help! I've put a lot of thought into this mod and would love help and suggestions! Thanks for reading!
5  Games / Source / Re: Game Maker Help Thread! on: July 15, 2012, 04:26:08 PM
Sure. My laptop went down recently and I couldn't work on it until today. It shouldn't be very hard to do. Once I'm done I am going to send you a copy and then send the code to ChazLouz so he can implement into into his ease of use mod.
Sounds good. When do you think you'll be finished?
6  Games / Source / Re: Game Maker Help Thread! on: July 14, 2012, 02:41:35 PM
Hey do you want the restart to always start you on level one or on the area you start on?

EDIT: I LOOKED AT YOUR POST AGAIN

Thanks! Are you gonna post it when it's done? Can you post a source file as well as the exe?
7  Games / Source / Re: Game Maker Help Thread! on: July 13, 2012, 05:55:14 PM
I WILL!!! I won't be able to do it until tomarrow though

Thank you!
8  Games / Source / Re: Game Maker Help Thread! on: July 12, 2012, 06:19:36 PM
WOW! This is amazingly helpful!
I need a really simple mod made. Anyone who can code/compile it will be my best friend for eternity.
As much as I love PC Spelunky, it cannot compare to the XBLA version in one aspect: Restarting. When you die, going to the highscore room, then to the spawn room, then to the shortcut room can take about 15 seconds, which is really just annoying.
Can someone code in a quick- restart button? So, that, when you die, it says "Press Z to restart. Press X for Highscores.". When you press Z, it would restart you from where you began (if you used a shortcut tunnel, it would start you off in that level). This would be amazingly helpful. Thank you so much!! Grin
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