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1  Games / Spelunky Classic / Re: Spelunky Love! on: August 07, 2012, 08:43:03 AM
Derek on RoguelikeRadio!

http://www.roguelikeradio.com/2012/08/episode-43-spelunky.html
2  Games / Spelunky Classic / Derek on RoguelikeRadio! on: August 06, 2012, 07:59:54 PM
What the title says, neat stuff ^^ 

http://www.roguelikeradio.com/2012/08/episode-43-spelunky.html
3  Games / Spelunky Classic / Re: Spelunky HTML5 on: July 30, 2012, 02:25:18 PM
Tried to see if a could run it on an iPad. it seems to to run fine just slow, but couldn't enter a game since I weren't able get keyboard input.

Tried a bluetooth keyboard but to no avail.

a fun experiment regret less Cheesy
4  Games / Spelunky / Re: Dark Levels are too Dark on: July 29, 2012, 06:36:21 PM
Sceptre is an instant kill. As far as I know, at least. If anyone is willing to get 99 HP and use the sceptre on themselves, kudos to you for the intense spading.

the sceptre stuns and deals 10 hp of damage. Thought I have only survived that thing ones, took me from 13 to 3 hp Cry
5  Games / Spelunky / Re: Spelunky Minis on: July 29, 2012, 06:29:44 PM
I would love a whole set options. Otherwise a would properly buy 2 or 3. Packeting to Europa takes forever, so the collecting angle doesn't sit well from my stand point.   
6  Games / Spelunky / Re: The more-or-less official bug list! on: July 24, 2012, 10:16:10 AM
First of awesome job on the game! But lets get to it!

bugs:

* throwing a rope downward while hanging in one is glitched; if you jump on the rope and crawls down you can throw ropes down normally, but if you crawl up just for just a moment all you ropes are throw upward. Until you leave and jump back on the rope.

*When you are wanted and walk into a Rolette shop, the information overlays shows up as if you weren't wanted.
*I also had to buy the ankh twice for the achievement to unlock.

*You can also be telefrag'ed by the croc-men while in the "walking into exit"-animation. Might just be me missing the button, but I'm fairly sure.

*When you have the shield item and throws sticky bombs, while standing right next to a wall (in order to stick the bomb to the wall), the bomb sprite is either not shown or is obscured by the shield (haven't been able to re-check)

*When pushing a block, causing the block to fall straight in front of a arrow trap (no gap at all), the arrow trap doesn't fire (not sure if a bug, actually)

small things:

*In the PC version if you ran straight into a one block wall you would hang on it, having a one block gap below you, I miss that, picture:
         
       

*also I feel the lava man, should course bombs to explode on contacts (because lava does so).

*The little blue light on the space gun could change when the gun is ready to be refired, I sort of expected it to change.

*cavemen just looking in one direction when on a one block hill, kinda liked the keeping watch feel from the PC version.

*Bats no longer flying back to the ceiling when under water or too long away, it seemed more natural.

biggest annoyance:

getting wanted by no fault of my own. ex. cavemen getting hit by a tikitrap falling into a shopkeeper in the blackmarked, coursing me to be shot in the face while browsing the bomb section.
 
maybe re-introduce the wanted system from the PC version. So at least it's not forever.

ps. about the figurines, are you going to sell them in whole sets?
7  Games / Spelunky / Re: Missing door platform in Olmecs lair on: July 24, 2012, 09:06:59 AM
maybe spoiler:

I believe you have to use Olmec as the platform, while he is being consumed by lava. Also just to open the door you need a special "key"
8  Games / Source / Re: [NEED PROGRAMMERS] The Ultimate Spelunky Potion Mod! on: July 21, 2012, 07:40:09 AM
I would be glad to help program. (I am an intermediate programmer and could get lots but not all of the mod done)

You more then welcome Cheesy

if you just pm me on stream we can get cracking. My user name is ASCII.
9  Games / Source / Re: [NEED PROGRAMMERS] The Ultimate Spelunky Potion Mod! on: July 20, 2012, 11:40:51 AM
One request-can you please make all keys game-pad configurable?
I enjoyed the original potion mod, but it did fell a bit... lacking. Glad you guys are here. Keep up the good work Smiley

As I joypad controller myself, that is already fully implemented - no worries Smiley

I would request that poison makes you take extra damage, not damage over time, it's far less harsh when you have four health

sadly poison will be poison, but currently its only one dmg after 30 seconds (giving no cure was found), So not that bad really.

But that could be a pretty neat weakness effect Smiley
10  Games / Source / Re: [NEED PROGRAMMERS] The Ultimate Spelunky Potion Mod! on: July 18, 2012, 12:49:19 PM

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

you have been added to stream Smiley
11  Games / Spelunky / Re: A Race to beat the game on: July 18, 2012, 08:06:02 AM
Didn't take a picture but managed to win on my 23th try in about 15 minutes, which made me the 53th fastest at the time :O

compared to the five hundred and one it took me in the pc version I would say I have improved!

Noob question, are there no level shortcuts in this one? I found once I could warp to the temple in the PC Spelunky it was a matter of pure attrition until I beat the game.

when you get to a new area the tunnelman will ask for supplies at the transition screen, it takes 3 visits to give him everything he needs (granted you have what he needs of course)   

ps. Gamertag is RoguelikeBoy  


  
12  Games / Source / Re: [NEED PROGRAMMERS] The Ultimate Spelunky Potion Mod! on: July 18, 2012, 12:34:10 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   

 
13  Games / Spelunky / Re: Release Date on: June 26, 2012, 09:46:31 AM
So, is it true, is it out on the 4th of July, or is it some sick joke?
 

According to this:
http://majornelson.com/2012/06/26/content-coming-soon-to-the-xbox-live-marketplace26-june/

it's not ^^

To bad I'm travelling at that time, at least I have some great to get home to Tongue
14  Games / Spelunky / Re: Spelunky XBLA Cover Art on: April 29, 2012, 08:44:05 AM
I thought the "gators" are mantraps

I almost agree, but now I think they might be carved arrow traps.

agree, if you look at the right one you can see the silhouette of an arrowhead sticking out of its mouth.
15  Games / Spelunky / Re: Spelunky XBLA Cover Art on: April 22, 2012, 04:29:38 PM
I actually hoped the cover art would be this one...



it's at least 20% cooler if you ask me Tongue

or something that really communicate the: you are gonna die part of the game. Like the Japanese Daemon's Souls cover:

 

A dead Spelunkyman pieced by arrows (maybe also impaled by spikes) would really get the point across  Wink 
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