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1  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
2  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?
3  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
4  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.
5  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.
6  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.
7  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.
8  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
9  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!).
10  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)?
11  Games / Spelunky / Re: The more-or-less official bug list! on: July 24, 2012, 05:02:38 PM
@OtherPlanes: Lemme know what area it was in (Mines, Jungle, Ice, Temple) and I should be able to figure out how it happened from that.
12  Games / Spelunky / Re: The more-or-less official bug list! on: July 24, 2012, 11:44:04 AM
-The ankh achievement didn't trigger the first time I got it.  I had to get it a second time for it to pop.
How did you get the ankh? Buy it? Run out of shop with it?
Hey, Derek.
This happened with my Ankh acheivement, too. I stole it the first time, but bought it the second and third times. Only on my second purchase did I get the acheivement.
I bought it both times.

I have another question about this one for the people who ran into it: did you get any other achievements right around when you collected the ankh?
13  Games / Spelunky / Re: The more-or-less official bug list! on: July 19, 2012, 12:47:44 PM
Hey, poppy!

I'm sorry about that, man. But we have a guess about what might be causing the crash. I doubt it's the fact that you have all the achievements.

It always happens as you exit, after the screen blacks out, right?
14  Games / Spelunky / Re: Patch suggestions on: July 17, 2012, 01:59:41 PM
Great, thanks for the feedback! My comments in red.

Patch:
  • General:
    • Have any non-player induced terrain destruction caused offscreen not affect shopkeepers or their shop (the wooden blocks), this would solve the vast majority of shopkeeper based problems caused by the lack of Frozen Terrain (or whatever you PC vets call it). Same thing for Kali altars. We're looking into the cheaper aspects of the shopkeeper aggro.
    • Have shopkeeper suicides not count as a kill by you, stealing from a shop should only have you need to traverse 1-2 levels, this doesn't happen in XBLA version as 50% of the time the shopkeeper is killed by the time you reach the end and you are blamed for it. The difficulty aspect isn't the issue here, it feels cheap to people who can't handle the shopkeepers, and coupled with the previous issue, feels really cheap.
    • Tighten NPC AI, NPC's instantly killing you for absolutely no good reason (don't let your NPC ever touch the shield, you.will.die) or stealing from shops if you go even remotely near them makes them never a help and always a hindrance. The NPC stealing is being fixed and the shield suggestion seems good.
    • Scepter, fix it. If you want it nerfed, do something else to it. Because right now using it is often much more dangerous then the enemies it should be killing. It was always meant to be an unwieldy-but-powerful item, but I'll look into it to see if there are any cheap scenarios.
    • Either make dark areas less dark, or the torch much brighter. Right now many things can easily insta-gib you out of viewing range by a fairly large margin. This feels extremely cheap in an otherwise fair (but difficult) game. Looking into it.
    • Bugfixes, of course. Everyone loves those.
  • Multiplayer:
    • Online Multiplayer, probably not possible at this point, and i can hardly blame Derek as coding multiplayer is a big task, and he is but one person. Still can't deny that online multiplayer for this game would be an absolute blast. It's Andy and I, but even with two people online would have pushed back the game's release by a long time. Since this is a highly-requested feature I'll see what the possibilities are, but it definitely won't make it into the first title update.
    • Allow infinite player revives, co-op doesn't save progress anyways, so why not? Your less spelunky talented friend feels bored once he has died too many times and sits there as a ghost. Also NPCs are a massive liability with current AI. Hm, not sure what you mean by this, as you should always get a player coffin in the next level after someone has died.
    • Allow flag passing, if the leader of the group who knows what he is doing dies and gets revived, the newbie is stuck with the flag and camera controls, this can be devastating to both players. Hm, interesting suggestion. This might be worth adding as a "hidden" control option (default LB or something).
    • Grant split second invulnerability upon being revived, it is quite hard to hit the coffin and revive someone without hitting the newly revived person with what your using too, this includes the whip and the crysknife (lol). True, but rather Spelunkyish at the same time. Smiley
  • Mines:
    • Always make sure there is something to be dropped infront of an arrow trap near spawn, im almost certain i have had a layout where there was an unavoidable arrow trap near level start, yet not a single object to drop infront of it, nor treasure to whip infront of it. At least a skull please. The game should always generate a pot, rock, or skull next to you in the first level.
    • Boulder from the golden idol trap can stop ontop of the end level door, if you have no bombs, your screwed. I feel like you should be screwed at this point!
  • Jungle:
    • Piranha's are too fast, normally this extra challenge wouldn't be a bad thing, except that it makes the water event nearly impossible and completely not worth risking it even with a shotgun+jetpack. Either slow them down or just cut down on how many small ones there are. Sticky bombs are a good way to deal with Ol' Bitey, at least. And you can trick the little piranhas into grouping together.
    • The bee hive sometimes appears right near the level entrance, and is the only way through, massive death sentence for the undergeared. Kinda feels cheap. Being undergeared should be devastating, imo (although I understand that sometimes it's not always possible - it usually is, though!).
    • ASH grave shotgun is far too easy, and considering the current state of the scepter, giving someone the best weapon in the game for a single bomb 100% of the time is a little too easy. The shotgun is great, but I don't think it's so great that it can't be hidden there.
  • Ice Caves:
    • Too easy, seriously, compass/cape/jetpack makes this so unbelievably easy. Even without those items, it is entirely possible to bruteforce your way through the levels with a tiny amount of luck and next to no effort, this isn't like spelunky at all. Either ramp up the difficulty or make it world 2 and jungle world 3. I would prefer a difficulty ramp personally.
    • Needs slightly more terrain, some random generations have such a small amount you can barely call it a level. This can lead into the previous issue. Ice is generally easier than Jungle, true, but only if you're properly geared. The point of the area is to give you a change-up between Jungle and Temple and also to push you to start the game from the beginning and gear up.
  • Temple:
    • Darkness is a death sentence 90% of the time. I'm not going to list the 100+ reasons why. Lets just say that 99% of them involve being killed by something out of viewrange.
    • Is it just me, or is the temple a little TOO cramped, some more open random layouts would be a nice touch, possibly with some extra traps thrown in to preserve the difficulty. It was designed around this crampness, so I don't really want to mess with the balance.
  • Secret Levels:
    • Mothership is not worth it. It is possibly the most difficult level outside of Hell, and the unique weapon is not worth using over a shotgun. If you toned down the explosive potential of this level a little bit, and changed the incredibly self-destructive (the cramped temple is right after the mothership) rocket into something actually useful, this secret level might be worth the risk. Mothership is the only way to complete the COG chain with a crysknife and gives you two extra levels to collect treasure in, so I think it's appropriately hard.
    • Make AI's less mutinous with the shield, i swear they actively try to kill you the second they put their hands on that thing. We'll probably just make them not pick it up in co-op.
    • Make the worm get called in faster. Outside of reading about it, it is rather hard to randomly fulfill the requirements without knowing what you are doing. That's fine with me, though!
15  Games / Spelunky / Re: The more-or-less official bug list! on: July 16, 2012, 01:05:05 PM
-The ankh achievement didn't trigger the first time I got it.  I had to get it a second time for it to pop.

How did you get the ankh? Buy it? Run out of shop with it?
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