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1  General / Games / Re: Braid (one big spoiler, Princess dies, so on...) on: September 20, 2010, 12:18:47 AM
Fuck you completely for putting that in the title.
2  Games / Spelunky Classic / Re: Cool Spelunky Comic! on: November 16, 2009, 05:01:12 PM
This is basically mocking Spelunky, in my opinion.
What? No it's not.
3  Games / Spelunky Classic / Re: I plead guilty! on: November 16, 2009, 04:56:07 PM
That is because they very often do such things to themselves, so to get kills for that would lead to kills where you did not.
I get blamed when a Martian blows off a shopkeeper's porch. I figure I should get credit when a caveman hurls himself into oblivion.
4  Games / Spelunky Classic / Re: Who here has reset their data? on: October 02, 2009, 05:26:44 PM
You DO know that you could just buy an eBook and transfer all of your data on to it, then place it on your new computer, right?
Or you could not buy an e-whatever and copy your save file for free, even.
5  Games / Bugs/Suggestions / Re: List of Bugs on: September 25, 2009, 01:43:03 PM
Is this thread for bug-related videos, or for an actual master list of bugs? 'Cause I think the Spelunky wiki already has one of those.
6  Games / Spelunky Classic / Re: Changes to Spelunky: PC to XBLA on: September 20, 2009, 07:24:48 AM
Yea they're in their "alert mode" then. But I believe once one shopkeep goes from alert to aggro, they all do.
And while they're aggo, they continuously and randomly fire shots.
Yeah, that would be tough to deal with, then. Derek is a smart guy, I'm sure he can work out a solution. Smiley
7  Games / Spelunky Classic / Re: Changes to Spelunky: PC to XBLA on: September 19, 2009, 06:30:34 PM
True that. But would that change some people's play styles up? I know it'd be hella hard to raid the black market w/o the frozen region
Fair question. I think the shopkeepers have an "aggro radius" that doesn't trigger until you get close-ish or they take damage. So you could still pump them full of lead from offscreen, you'd just have to keep firing instead of depending on the frozen region to keep you safe after the first shot.

But I could be wrong. I assume Derek would take that into account if he changed things, though.
8  Games / Spelunky Classic / Re: Changes to Spelunky: PC to XBLA on: September 19, 2009, 04:51:57 AM
I have a pretty darn good system and i recently discovered that I can't run a video capturing program with spelunky and keep a decent framerate. 2d games can be a surprising drain on modern computers
If they're poorly coded and optimized, yes. It's not Derek's fault; anything that adds an additional layer between game code and hardware (like Game Maker or Flash) adds a good bit of processing overhead at the best of times, and on top of that Game Maker and Flash are about as well-optimized as a concussed prairie dog. (And Flash is often run on top of a browser interface, which adds even more overhead, which is why you can sometimes see significant slowdown in Flash games that would have run fine on a goddamn Commodore 64.)

This isn't generally a problem in non-Flash/Game Maker 2D games, assuming they're remotely competently done. See for example World of Goo, which can handle hundreds or thousands of springs and moving masses linked together in a vast network, every one affecting every other one constantly, without a hiccup on modern machines.

And since there's no Game Maker for the Xbox, the XBLA Spelunky will be running in native code, so a skilled designer like Derek shouldn't have any issues at all getting it to run at top speed. So I'm really hoping we lose the frozen region.
9  Games / Bugs/Suggestions / Re: (bug?) Items Spawning In Walls on: September 19, 2009, 03:57:08 AM
That, and the indestructible tile under the door shields her from the blast. The damsel is quite safe in that scenario.
10  Games / Bugs/Suggestions / Re: Shopkeepers hit with an item in mid-jump (shotgun, for example) jump higher on: September 19, 2009, 03:55:39 AM
Hitting things with objects knocks them *up* and back. Shopkeepers aren't stunned by thrown objects. So upward velocity from jump + upward velocity from hit = even more velocity and high-flying shopkeeper.

Or that's my guess, anyway. It's pretty predictable given the way Spelunky physics work. Try to be more careful where you drop things, I guess.
11  Games / Spelunky Classic / Re: Achievement unlocked on: September 18, 2009, 11:23:17 AM
You know what I'd like to see, in the spirit of Spelunky, is a huge reel of achievements for every kind of stupid death.

Killed by your own thrown object.
Wallballed by a yeti at least three times before dying.
Fell to your death when your jetpack ran out of juice.
Thrown onto spikes by a monkey.
Survived an arrow trap impact, but knocked onto spikes or into lava.
Survived a long fall, but nibbled to death by bats while stunned.
Caught in a web with your own bomb.
Eaten by a mantrap you were carrying.
Struck by a high-velocity damsel.
Killed by a shopkeeper without ever getting out of the shop.
And so forth.

Unfortunately I think Live Arcade games are limited to 12 achievements each. That's not even enough to cover the basics. Cheesy
12  Games / Spelunky Classic / Re: Changes to Spelunky: PC to XBLA on: September 18, 2009, 02:02:26 AM
I'd hope Derek would get rid of that irritating "frozen zone" business. It's apparently an artifact of using Game Maker.
Not just game maker. The frozen zone is a basic memory saving trick. Without it, the game would be trying to do physics calculations and all sorts of checks for EVERYTHING in the level on EVERY frame. Which would slow it down a LOT.
It's less a game maker thing, more a platformer thing.
And that was a serious issue for, say, Super Nintendo games. Right now, a typical console or laptop computer has the memory and processing power to handle dozens or even hundreds of textured, bump-mapped 3D objects moving and rotating and interacting with each other and with vast, detailed terrain in realtime. There is no reason why a dozen or so non-rotating sprites interacting in a 2D plane a few thousand pixels square should pose any challenge if it's coded and optimized competently. People are doing that on telephones.
13  Games / Spelunky Classic / Re: Changes to Spelunky: PC to XBLA on: September 18, 2009, 12:30:44 AM
There is nothing in Spelunky that could conceivably pose a copyright problem.

I'd hope Derek would get rid of that irritating "frozen zone" business. It's apparently an artifact of using Game Maker.
14  Games / Spelunky Classic / Re: Great shop-robbing method. on: September 17, 2009, 11:59:56 PM
Oh, wow, he finally enabled that? Sweet! When I tried it in 0.99, the man-eating jalapeno just ignored the merchant.  Angry
15  Games / Bugs/Suggestions / Re: Spelunky on Wiiware? on: September 12, 2009, 10:29:21 PM
Clearly we need to just port Game Maker to all the current platforms. Then we can port those games easily!

Just as soon as they finish porting the Macintosh version. It's only been, what, three years since they announced it? I'm sure they'll be finished soon.
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