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16  Games / Spelunky Classic / Re: Why is the UFO sound so darn loud? on: February 02, 2013, 11:42:06 AM
You simply do not understand.

Not understand about what?

Please don't be vague about that.

It was our conversation, so it kinda made more sense if you're in it.

No harm done, I modified the issue myself. And I noticed this on a few computers (leading me to believe it's not my issue so much per-say). But the issue is over now, and my ears no longer bleed from it.  Grin
17  Games / Spelunky / A literal kissing booth on: February 01, 2013, 09:56:47 PM
http://imgur.com/gallery/wUXxq

I wonder if she's got a shotgun behind her.   Wink
18  Games / Spelunky Classic / Re: Why is the UFO sound so darn loud? on: February 01, 2013, 09:55:41 PM
Tomb Lord's attacks may be more devastating, but his movement pattern is much simpler than a UFO's, and he doesn't actively seek out and chase the player.

On the subject, I was listening for the sound while playing Spelunky the other day, and I really didn't notice it being much louder than anything else. If it's loud enough to hurt your ears, maybe you just have the volume too high in general?

You simply do not understand.
19  Games / Spelunky Classic / Re: Why is the UFO sound so darn loud? on: February 01, 2013, 08:57:13 PM
Well the sound effect attracts more to children, that is why, the sound must have kept loud and catchy. It get as dangerous effects as UFO actually are.

That makes no sense besides the part of how dangerous UFO's are. I understand their lethality (infact my last run was ended inadvertently by trying to avoid one of the damn things) but the sound just rapes my ears. Also, look at the Tomb Lord. It makes no sound besides when it's flies hit a wall, and it's more deadly than a UFO, so your argument falls a bit flat.

I never noticed until this post. Did you get gamemaker working?

Yeah man!  Grin I appreciate it, I do.
20  Games / Spelunky Classic / Why is the UFO sound so darn loud? on: January 26, 2013, 05:39:00 PM
I mean, it's one of the few things I don't like in Spelunky. It's just so unnerving and clashing with the rest of the game.

Does it come off obnoxiously loud to anyone else?
21  Games / Source / Re: Darc's mod 1.1 (Update Agust 6 2012) on: January 21, 2013, 02:48:08 PM
Game maker wasn't made for modding Cheesy. Its a game creation program.

If you re-read my comment, I was stating how I need it to mod for Spelunky.

Unless there's another way, but I doubt it.
22  Games / Source / Re: Mod Idea Topic on: January 13, 2013, 12:26:21 PM
My idea: Make the Machete replace the Spelunker's whip but give it a percent chance to break at any time.

When (and if) the Machete breaks, you revert back to using your old whip.
23  Games / Source / Re: The Spelunky Community Update Project on: January 02, 2013, 08:14:56 PM
Why is the bottom level + the left room of the score room so laggy? The challenge rooms above are unlaggy, though. Probably has something to do with the big text box on the right side of the score room.
24  Games / Source / Re: Darc's mod 1.1 (Update Agust 6 2012) on: December 29, 2012, 05:35:30 PM
Would there be any possible way to disable the Spelunker's motion blur? It's a really neat mod that fits in well with YASM, but I'm just not a huge fan of that blur.

Thanks for the help! (if any.)
25  Games / Source / Re: The Spelunky Modification Compendium on: December 19, 2012, 08:00:08 PM
Thanks!

I normally use mediafire but it told me im violating the terms and conditions. So I made the switch for our collab (check the games subforum)
i cant fix it now due to the fact I dont have internet and use mobile devices. So I have to fix it at school

Cool, glad to help.
26  Games / Source / Re: The Spelunky Modification Compendium on: December 19, 2012, 07:49:04 PM
My bad im new to dropbox ill fix it by tommorow night

https://www.dropbox.com/help/167/en

Hope it helps you
27  Games / Source / Re: The Spelunky Modification Compendium on: December 19, 2012, 07:42:31 PM
You do but he thought that you already had it and didn't know how to change it

What 'evs  I went ahead and made it
Introducing SPELUNKY BULLETPROOF
No you're not really bulletproof the bullets are just nerfed to one damage, although it makes shoppies almost bulletproof as it takes a shitton of bullets to kill them now

That's very kind and generous of you, thank you. But the link just sends me to my dropbox profile with the name of the file in the address bar.
28  Games / Source / Re: The Spelunky Modification Compendium on: December 19, 2012, 06:32:31 PM
Could you put the vehicle mod under new features?
I was too lazy to mention it, but I already did. Cheesy

Sorry to be a bugger, but I want to know if anyone can help me with a very simple mod request here. I'm looking to make the shotgun and pistol's pellets and bullets (respectively) do 1 damage per, instead of 4. Thanks for reading my request anyways.

Oh, and most people use the Community-updated Spelunky right?
There's a Spelunky Source Help Thread for this kinda question but I'll go ahead and answer it anyway!

In the characters folder, there is an object called oBullet. Under the oCharacer collision event, there is a line that says
Code:
global.plife -= 4;
near the top. Change that 4 to a 1 and you're done!

Really appreciate that, thanks. But don't I need GameMaker? :*
29  Games / Source / Re: The Spelunky Modification Compendium on: December 17, 2012, 10:42:35 PM
Sorry to be a bugger, but I want to know if anyone can help me with a very simple mod request here. I'm looking to make the shotgun and pistol's pellets and bullets (respectively) do 1 damage per, instead of 4. Thanks for reading my request anyways.

Oh, and most people use the Community-updated Spelunky right?
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