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1  Games / Spelunky / Re: THE SPAM THE SPAAAAAAAAAAM!!! on: June 04, 2014, 01:27:06 AM
I cleaned up the spam and put the verification questions back in, so things should be a lot better now.

Unfortunately, while deleting all the spam (and there was a TON), I accidentally deleted a user named "shopkeeper", as well as their posts. I'm not sure if they were still active on the forums, but I apologize for the mistake.

Thanks to stewartisme for alerting me to the spam problem - I didn't realize it had gotten so bad.
2  Games / Spelunky Support / Re: PS3 version Trophies, are they getting fixed? on: October 16, 2013, 01:22:33 PM
The trophies should be getting fixed, yes. And sorry - I do check this support forum and pass along bugs even if I don't reply.
3  Games / Spelunky Support / Re: Release Notes on: August 17, 2013, 06:45:00 PM
Steam Update v1.3 - a couple of bugs were caught while testing the GOG update.

GOG update has been uploaded - just waiting on packaging/approval from GOG.
4  Games / Spelunky Support / Release Notes on: August 12, 2013, 01:25:39 PM

- STEAM


v1.4 - 2/10/2014
  • Added less intrusive "Pro" HUD option in graphics menu
  • Added icon on screen when playing Daily Challenge
  • Added backup save file system
  • Daily Challenge seed will no longer repeat
  • Attempted to fix crashing when changing resolutions
  • Attempted to fix Windows 8 compatibility issues
  • Attempted to fix crash on Intel integrated graphics cards
  • Game will no longer crash if mouse and/or keyboard are not detected
  • Fixed freezing/losing input control when changing resolution on graphics menu
  • Allows multiple upload attempts of scores that fail to upload to leaderboards
  • Fixed bug where legitimate scores were sometimes set to $1
  • Alt-tabbing during Ankh animation no longer creates infinitely growing ankh
  • Fixed infinitely growing shopkeeper/black knight body bug
  • Bots can pick up royal jelly in deathmatch mode
  • Monkeys no longer play stealing sound when stuck to worm tongue
  • The "So It Begins" achievement will retry to unlock if the tutorial is replayed
  • Throw damage is no longer stored if the player does not hit a wall when thrown
  • Ghost deaths are reported correctly
  • “Desafío ciario” changed to “Desafío diario” in Spanish translation
  • White "cruft" on edge of green player sprite removed
  • Ankh activates correctly when player falls into Abyss while frozen
  • "Entire Gang" description corrected to read "16 hidden characters"
  • Skeletons play "bone shatter" effect when killed instead of "pot shatter"
  • Anubis II portal sound no longer plays briefly before cutscenes
  • Anubis II will no longer attack during the Yama cutscene
  • Added graphics for destroyed Moai head
  • Allow spawning inside Moai head with ankh even if player has already entered
  • Added "invert run" control option (Must hold button to walk instead of run)
  • Times display with decimal point in front of milliseconds instead of colon
  • Shopkeepers no longer glitch after being eaten by a mantrap while patrolling
  • Damsels should no longer get occasionally stuck exiting levels
  • Ball and chain will no longer float when thrown with pitchers mitt
  • Can no longer become stun-locked while hanging from chain stunned
  • Ball and chain now works correctly when being resurrected with ankh
  • Music will transition correctly when teleporting in and out of shops
  • Ghost no longer kills the player during the Olmec cutscene
  • Cavemen no longer explode in one-tile-wide underwater areas
  • Corrected upper left tile of kissing parlor
  • Hired hands can no longer whip players in the tunnel transition
  • Shotgun bullets are destroyed when hitting lava
  • Removed black "cruft" on edges of some items
  • Olmec can no longer crush the platform under the exit in his lair
  • Fixed collision error when many objects overlapped
  • Shops should no longer be able to generate with a blocked-off entrance
  • Teleporter no longer floats in midair after teleporting into a wall with the ankh and a jetpack on
  • :3

v1.31 - 8/17/2013
  • Fixed memory issue that could cause unexpected behavior
  • Fixed window creation bug that could cause a crash when starting game in fullscreen

v1.3 - 8/15/2013
  • Quickstart option added that will let you skip from the intro straight to the Adventure Mode entrance (press 'X' - only available after beating the tutorial)
  • Graphics settings menu added with more robust screen options (every available resolution offered, separate windowed toggle)
  • Special effects and dynamic shadows can be set to "low" or "off" on the Graphics menu
  • Saving is not multithreaded anymore to prevent rare save loss
  • You can now exit completely from the game via the pause menu
  • Tried to address more crashes related to resolution changing
  • Framerate drops caused by last update should be fixed
  • ESRB logo removed from beginning of game
  • Volume settings now affect audio that plays before you reach the Main Menu
  • Keyboard controls now display properly on the How to Play menus
  • Ninja character no longer has visible ears in his climbing animations

v1.2 - 8/12/2013
  • Fixed input lag on menus for players with slower computers
  • Fixed crashing when starting up and/or changing resolutions
  • * and @ characters in Steam username will no longer freeze/cause display errors in game
  • Bats on title screen no longer flap in unison
  • Mouse cursor will fade out a bit quicker when not in use


- GOG


v1.4 - 3/20/2014
  • Bots can pick up royal jelly in deathmatch mode
  • Monkeys no longer play stealing sound when stuck to worm tongue
  • The "So It Begins" achievement will retry to unlock if the tutorial is replayed
  • Throw damage is no longer stored if the player does not hit a wall when thrown
  • Ghost deaths are reported correctly
  • “Desafío ciario” changed to “Desafío diario” in Spanish translation
  • White "cruft" on edge of green player sprite removed
  • Ankh activates correctly when player falls into Abyss while frozen
  • "Entire Gang" description corrected to read "16 hidden characters"
  • Skeletons play "bone shatter" effect when killed instead of "pot shatter"
  • Anubis II portal sound no longer plays briefly before cutscenes
  • Anubis II will no longer attack during the Yama cutscene
  • Added graphics for destroyed Moai head
  • Allow spawning inside Moai head with ankh even if player has already entered
  • Added less intrusive "Pro" HUD option in graphics menu
  • Added "invert run" control option (Must hold button to walk instead of run)
  • Times display with decimal point in front of milliseconds instead of colon
  • Shopkeepers no longer glitch after being eaten by a mantrap while patrolling
  • Damsels should no longer get occasionally stuck exiting levels
  • Alt-tabbing during Ankh animation no longer creates infinitely growing ankh
  • Ball and chain will no longer float when thrown with pitchers mitt
  • Can no longer become stun-locked while hanging from chain stunned
  • Ball and chain now works correctly when being resurrected with ankh
  • Fixed freezing/losing input control when changing resolution on graphics menu
  • Attempted to fix crashing when changing resolutions
  • Attempted to fix Windows 8 compatibility issues
  • Attempted to fix crash on Intel integrated graphics cards
  • Added backup save file system
  • Allows multiple upload attempts of scores that fail to upload to leaderboards
  • Music will transition correctly when teleporting in and out of shops
  • Fixed infinitely growing shopkeeper/black knight body bug
  • Ghost no longer kills the player during the Olmec cutscene
  • Cavemen no longer explode in one-tile-wide underwater areas
  • Corrected upper left tile of kissing parlor
  • Hired hands can no longer whip players in the tunnel transition
  • Shotgun bullets are destroyed when hitting lava
  • Removed black "cruft" on edges of some items
  • Olmec can no longer crush the platform under the exit in his lair
  • Fixed collision error when many objects overlapped
  • Fixed bug where legitimate scores were sometimes set to $1
  • Shops should no longer be able to generate with a blocked-off entrance
  • Game will no longer crash if mouse and/or keyboard are not detected
  • Teleporter no longer floats in midair after teleporting into a wall with the ankh and a jetpack on
  • Corrected shield / spike ball interaction
  • Added "Preferred_Refresh_Rate" field to config.txt (0 will use default)
  • Removed screen flickering that some users were experiencing
  • Fixed input lag that some users were experiencing

v1.3 - 8/19/2013
  • Fixed memory issue that could cause unexpected behavior
  • Fixed window creation bug that could cause a crash when starting game in fullscreen
  • Quickstart option added that will let you skip from the intro straight to the Adventure Mode entrance (press 'X' - only available after beating the tutorial)
  • Graphics settings menu added with more robust screen options (every available resolution offered, separate windowed toggle)
  • Special effects and dynamic shadows can be set to "low" or "off" on the Graphics menu
  • Saving is not multithreaded anymore to prevent rare save loss
  • You can now exit completely from the game via the pause menu
  • Tried to address more crashes related to resolution changing
  • Framerate drops caused by last update should be fixed
  • ESRB logo removed from beginning of game
  • Volume settings now affect audio that plays before you reach the Main Menu
  • Keyboard controls now display properly on the How to Play menus
  • Ninja character no longer has visible ears in his climbing animations

v1.2 - 8/14/2013
  • Fixed input lag on menus for players with slower computers
  • Fixed crashing when starting up and/or changing resolutions
  • Viking and Eskimo characters can now be unlocked
  • Bats on title screen no longer flap in unison
  • Mouse cursor will fade out a bit quicker when not in use


- PSN


v1.02 - 12/27/2013
  • Fixed bug preventing scores from being posted when beating the game in a Daily Challenge
  • Fixed bug in Vita leaderboards that would cause "Level" to show up as "0-4" and "Character" as Spelunky Guy (even if another character was used)
  • Scores that were already affected by the above bug will now show "Level" as "4-4" on the Best Times leaderboard and "1-1" on every other leaderboard

v1.01 - 11/21/2013
  • Daily Challenge added!
  • Extra deathmatch customization
  • Slight slowdown at certain levels
  • Bug preventing players to earn some trophies under certain circumstances
  • Bug detected when two players grab each other at the same time
  • Bug that made the money counter misbehave when losing money
  • Trophies are now displayed correctly in Brazilian Portuguese
  • Many other minor fixes and optimizations
5  Games / Spelunky Support / How to Post an Issue on: August 08, 2013, 12:11:38 AM
1. Set the Message Icon to let us know what version of the game you're running: Steam/PC, XBLA, or PSN.

2. If your system specs are relevant, please include that information in your report.

3. Be as detailed and specific as possible when explaining the bug/issue that you encountered.

4. Be patient. Smiley
6  Games / Spelunky / Re: Fanarts! :D on: April 02, 2013, 09:57:21 PM
Oh, those plushies are great! Is there any way to get some higher-quality photos of them for the Spelunky tumblr?

Thanks, I glad you like them!  My camera isn't that great but my sister has a really fancy one I could use.  Should I just e-mail the pictures to you after I take them?

Sure, yeah! Or just post them here. And please don't add in-game sprites or anything to them. I'll put them on the tumblr myself so that people can compare.

Thank you! Cheesy
7  Games / Spelunky / Re: Fanarts! :D on: April 02, 2013, 01:06:26 PM
Oh, those plushies are great! Is there any way to get some higher-quality photos of them for the Spelunky tumblr?
8  Games / Spelunky / Re: New DLC! on: February 20, 2013, 07:35:27 PM
If we add new areas to the singleplayer game or online multiplayer it will be a free Title Update and not paid DLC. Those are core features that I'd want everyone to play the game with.

In my opinion DLC should be for fun extras. Smiley
9  Games / Spelunky / Re: [NEWS] Spelunky Title Update! on: December 22, 2012, 12:40:12 PM
 Grin

By the way, here's an important bug we fixed that I forgot to add to the list:

- Arcade sticks and pads are now working properly.

Someone on Twitter reminded me about it.
10  Games / Spelunky / Re: New Update live on: December 21, 2012, 03:49:36 PM
Your going to pay the $$$ for future updates?

If the update is worth it, yes.

To reiterate my biggest concern, I'd really like some kind of set, guaranteed minimum amount of bombs to appear either through some of the shops in the game or at least in the Black Market. I have honestly had attempted Hell runs in which I acquired 9 extra bombs and needed more than the grand total of 13 I had at my disposal to get to the very end.

I'm curious, do you get all the crates at the top of Olmec's level, too? Of course it's still random whether you get bombs up there, but it's pretty likely.
11  Games / Spelunky / [NEWS] Spelunky Title Update! on: December 21, 2012, 03:46:50 PM


Our first title update for Spelunky is up on XBLA! For this update we focused on fixing bugs and making a few safe changes to the gameplay. You can find a list of what we changed below.

We're very happy to be able to release this patch before the year ended. It's been an amazing year for the Spelunky team thanks to all of the people who have played it... especially all the reviewers and players who have shared their stories. Have a wonderful and safe holidays, unless we're talking about in the game!

We'll be back in 2013 with more exciting Spelunky news!



GAMEPLAY CHANGES:

- Significant price changes to shop items (mostly reductions for weaker items).

- Flip-hanging a one-tile wide pit while carrying an item will not cause the item to hit you anymore.

- Critters now have lowest item pick up priority. (You will always pick up items that are in front first.)

- Items now take player velocity into account when determining whether to do damage from velocity.

- Tiki men in dark levels now carry torches instead of boomerangs.

- Caveman villages cannot spawn in dark levels any more.

- Sceptre would kill you if you had it pressed up against a wall.

- Sceptre will not target harmless critters anymore.

- Hired hands were grabbing items for sale.

- Spectacles are now much less useless.

- Plasma Cannon shoots straighter.

- Magma men will now ignite bombs and light torches.

BIG BUGS:

- A small number of players were experiencing a lock at the initial loading screen, but only when connected to LIVE. We were not able to reproduce this, but tried to fix it anyway.

- Letting the timer go too high would cause the game to crash when you exited the level.

- Multiplayer: if a player died while another player was exiting the level, the game would crash.

- Crash when getting eaten by worm and killed by ghost at the same time.

- Crash when crushed in tutorial level.

- Crash when destroying [SECRET]'s hands.

- It was possible (although unlikely) that no graves would get generated in the Cemetary, crashing the game.

- Mattock would reset to 100 uses upon entering a new level.

- Anubis would become invincible if he touched lava.

- "Eternal Life" achievement was sometimes not triggering correctly. We were not able to reproduce this, but tried to fix it anyway.

- "Big Money" achievement would not unlock if winning game pushed you over the mark.

- Monkeys sometimes not appearing in journal. We were not able to reproduce this, but tried to fix it anyway.

- Arcade sticks and pads are now working properly.

MEDIUM BUGS:

- Beating a level quickly would not prevent the next level from being dark.

- Monkeys could toss you onto a ledge, causing you to hang indefinitely.

- Croc men could telefrag you while you're walking into the exit.

- Killing the Black Knight would anger shopkeepers.

- Cobra spit was angering shopkeepers.

- Getting eaten or crushed while wearing a cape or jetpack would cause the item to disappear, but only for that level.

- Journal items were not unlocking right when you stole them.

- The slight pause while loading music at the beginning of a level is now gone.

- Lava kills not counting in journal.

- Game would prompt you to connect to LIVE every time you died if you weren't connected.

- Multiplayer: blowing up a player's coffin would cause hired hands to appear in subsequent coffins.

- Multiplayer: opening enough coffins would cause hired hands to appear in subsequent coffins. We were not able to reproduce this, but tried to fix it anyway.

- Multiplayer: game timer was still running while the Xbox guide was up.

- Multiplayer: Players could keep for sale items as long as another player exited the level.

- Deathmatch Arena Select titles were being unlocked before the arenas themselves.

LIL' BUGS:

- Pitcher's mitt sometimes wouldn't throw straight.

- Shopkeeper waiting at exit would curse you when struck by a tiki trap (annoying).

- Shopkeepers hit by cobra spit could be picked up.

- Items stuck to sticky objects weren't losing their velocity.

- Ghost would occasionally zoom up and quickly kill you a second time after you respawned with the ankh.

- Hired hands that fell onto a spring while stunned would cause the spring to flip out.

- Pushing spinner spider with push block would cause it to float in mid-air.

- Tossing punishment ball onto something sticky would cause weird behavior.

- "Ending Adventure" while walking into exit would cause bags to pour out of you.

- "Talk to Tunnel Man" button prompt was not displaying the correct button after player changes his or her controls.

- "Ending Adventure" will now start you at the tutorial door if you've already beaten it.

- Destroying a lake tile with a tiki trap on top of it wouldn't destroy the tiki trap also.

- Gems were generating on top of other items and in push blocks.

- Diamonds were appearing in Loot Count as small rubies.

- If error message popped up while a level feeling or similar notice was being displayed, the notice bar would remain after dismissing the error pop up.

- Freeze another player and pick them up while frozen: player would remain in same spot until unfrozen and then "teleport" back into your hands.

- Start a multiplayer game before the tutorial is beaten: players would have bright lights around them.

- Held players were immune to explosions.

- Ice Caves background turned black when player fell off the bottom of the screen.

- Loading/saving icons did not respect brightness setting (they were quite rude).

- Multiplayer: Anubis II was appearing when [SECRET] was picked up a second time.

- Go back to Deathmatch Arena Select screen from Character Select screen: map always shows the first map regardless of what you selected.

- Deathmatch: Vine tiles were not previewing correctly on the Arena Select.

- Deathmatch: Colors of preview maps more obviously different.
12  Games / Spelunky / Re: New Update live on: December 21, 2012, 02:13:37 PM
Hey, Xero-

Thanks for the feedback! I'm actually pretty receptive to improving the balance of the game, but those types of changes require a lot of care at this point and we wanted to focus on bug fixes for this particular update.

For future updates I'll definitely take your crits into consideration.
13  Games / Spelunky / Re: The more-or-less official bug list! on: July 30, 2012, 06:44:04 PM
Poppy, you are pushing the game to its very limits! Shocked

And we appreciate it! Grin
14  Games / Spelunky / Re: Dark Levels are too Dark on: July 27, 2012, 01:25:11 PM
We're changing the sceptre a little bit in the TU that will make it more usable:

1. You won't instantly die from it if you use it while you're pressed against a wall (this was a bug).

2. It won't target the little locust critters that hop around the temple.

My tip for using the sceptre safely is to make sure there's a monster nearby that you know the sceptre will target. Never fire it when you don't see any monsters on screen (or if one of the monsters is a croc man!).
15  Games / Spelunky / Re: The more-or-less official bug list! on: July 27, 2012, 12:20:37 PM
Yeah well that new guy in 1st has 12XXXXX something, and if I get anywhere NEAR that now, my game is most likely gonna lock up, (It definitely wasn't doing this at first...) which is aggravating, why couldn't this bug happen to a person who will never be good enough to encounter it?

I realize why you can't just patch Xbox games willy nilly, (which is INCREDIBLY unfortunate and hindersome really) but I want a fix for my apparently unique predicament RIGHT NOW! And I'm gonna be persistantly OBNOXIOUS until I get it! X_X;

Would having my save file be any use in debugging? (Yeah I'm desperate) I mean its easy enough to copy it onto the computer...But most people aren't aware you can do this without mods.

I was testing and managed to get a crash related to displaying the timer. That's been fixed, and we're hoping that it's what was causing your crashes. It would make sense since your game was locking up right when it would normally display the timer, correct (when it would normally tally your score)?
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