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31
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Games / Source / Re: Mushrooms
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on: February 09, 2010, 01:52:04 PM
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I considered it, but isn't it powerful enough already?
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32
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Games / Source / Re: Mushrooms
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on: February 05, 2010, 11:02:39 PM
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Ah, but you're using the wrong kind of sense. It only needs to make sense within the context established by the rest of the game (that's verisimilitude). In my opinion, finding almost anything other than bombs and ropes under a mushroom would break verisimilitude. As for the bombs and ropes, I just feel they're common enough already that it would just make the mushrooms more of the same.
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33
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Games / Source / Re: Mushrooms
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on: February 05, 2010, 10:50:46 AM
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It's not that no one thought of it (just check the lists of suggestions), it's just that it doesn't make sense for there to be much hidden in a mushroom. Ropes are fine, bombs are ok, but you get enough of those out of crates. Nothing else makes much sense.
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35
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Games / Source / Re: Mushrooms
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on: February 04, 2010, 07:46:00 PM
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Agreed. I can't think of any good items to spawn from a mushroom. Ropes and bombs make a bit of sense, but you get those from crates already. I do want to maintain a bit of versimilitude and make effects that you could reasonably get by eating or picking a mushroom.
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36
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Games / Source / Re: Mushrooms
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on: February 04, 2010, 01:09:04 PM
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Heal isn't the best effect. Hurt and heal balance at 1 hp each. Though I might could increase the light radius a bit.
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37
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Games / Source / Re: Mushrooms
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on: February 04, 2010, 02:06:12 AM
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Well, if anyone notices any bugs or thinks of any interesting suggestions let me know. I might could change the probabilities, but I'd like a bit of input on what to change it to first. Other than that, I think I'm about done with this one. If I make any other mods, I'd probably combine the two though.
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38
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Games / Source / Re: Mushrooms
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on: February 03, 2010, 09:06:05 PM
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Hmm... Unless there's another bug, darkness should only happen about 1 every 24th pickup (it's the rare effect of two mushrooms and rare effects should happen 1/6 of the time you pick them up). To make it rarer, I'd have to change the chances for the rare/uncommon/common effects.
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39
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Games / Source / Re: Mushrooms
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on: February 03, 2010, 08:04:59 PM
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Yeah, I added a few layout pieces in various places. The new shops can show up anywhere. The snake pits are slightly different. There are a couple of miscellaneous pieces in area 1 as well as the new exit piece. I haven't gotten around to adding much to the other areas.
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40
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Games / Source / Re: Mushrooms
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on: February 03, 2010, 06:12:26 PM
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Well, I might could edit the tutorial to include one of each mushroom, but I don't think I'd want to give away all the effects so soon.
I already made the mushrooms blow a puff of smoke when hit. A puff of spores would require new sprites, which I'm trying to avoid as much as possible.
Hayden, is what supposed to happen? I don't see anything out of place.
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41
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Games / Source / Re: Mushrooms
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on: February 02, 2010, 10:42:34 PM
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It does something, and it's (supposed to be) slightly more common than dark.
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44
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Games / Source / Re: Mushrooms
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on: February 02, 2010, 06:38:15 PM
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Thank. No, there's no real correlation between effects. I don't think the effects I have would really support that. (But you can be sure that the rest of the gray ones for that play will either stun you, give you a gem or stun you. That was one of the relatively safe but nothing special mushrooms.) Edit: Oops. I forgot to put lamps in the new shop layouts... Here's v1.0.1 then: http://ifile.it/nqaf014
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45
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Games / Source / Re: How Versioning works!
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on: February 02, 2010, 01:15:21 PM
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That was in reply to marsgreekgod's comment. It's something that's said several times in that movie.
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