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1  Games / Spelunky / Re: [NEWS] Music Sampler, Part II on: June 18, 2011, 09:24:13 PM
By frantically typing notes while listening, I got these notes on a single play:

Sounds like a plan!

[SECRET] - Fast boss fight music.  Cave Story, et cetera.  No complaints, though it's clearly just background.
Adventure Start - Lemmings meets elevator music.  Can do.  I'd still like less on the horns, but I'm sure people would disagree.
Ice Caves - Hey, "too relaxed"?  No no, this is exactly what I'd expect from ice caves music.  Final Fantasy: Mystic Quest, et cetera.  It's nice!
Menu - Huh.  Um, what's on this menu?  Severed and shrunken heads?  (That's not a complaint.)
Temple area - Oh yeah, I could adventure to this.  Egyptian synthesizers, ho!
Darkness - Filled with the various echoing and splashing sounds that I expect to hear from an empty darkness.  Odium.  I'd personally change that bass "bloot bloot, bloot" sound.  It feels a little like it's trying to be funky, when I think it could feel more desolate.
[SECRET] - I don't seem to have comment.  I think the waveforms are trying to eat me.
Lush - Now, now, you know I don't like that sax.  After that sax, I liked it.  Oddly, I got more of a feeling of a haunted house than a forested area, though.  (Edit: Ugh, of course!  "The dead are restless"!)
[SECRET] - Zombies Ate My Neighbors.  Mars needs cheerleaders!  (I love it.)
Shop - Recettear.  Except that yours successfully sounds less like Sesame Street!
Title Track (Stripped Version) - Hey, this thuds on my eardrums less.  I like it more.  (Except . . . for . . . that . . . sax.  Have you considered pan pipes?)

. . . So yeah, that was great fun.  Thank you so much for sharing.  Let's do it again sometime.

--Delmion
2  Games / Spelunky / Re: [NEWS] Spelunky XBLA Debut Trailer! on: June 18, 2011, 09:12:41 PM
Oh, you still read YouTube comments?  I gave up on that.  Reality and YouTube comments exist on non-intersecting lines.

--Delmion
3  Games / Spelunky / Re: [NEWS] Spelunky XBLA Debut Trailer! on: June 16, 2011, 12:28:11 PM
Wow, it's so good to see this in action.  I hadn't been following the site for awhile because it looked like information was coming out slowly these days; but here I come back and see a ton all at once.

This stuff looks great in actual play.  Various concerns that had arisen from the still images turn out not to be so, such as the "giant blood lumps" from enemies which appear to animate just fine in the end.

I'm also surprised and excited by the idea of additional themed areas.  Giant bees?  Sure, why not.  Ah, Anubis?  Hello!  I had been concerned that Kali was overrepresented as a deity within the game (she's the only deity to be mentioned twice), so adding another one (at least) makes the game feel better.

My biggest concern is, again, with the music.  Let me deal with an older issue first.  I already posted about this once, but now I can be certain what piece you're using for the title screen (the one at the end of the trailer).  To rewrite: I hope you change your mind.  Think about how much of the title music the average player hears--namely, about five seconds while deciding whether to start over after the most recent death or do something else.  This means that, after a hundred deaths, the player will hear the thudding-and-fake-brass sounds of the start of that piece a hundred times, and grow to hate it.

Now, the newer issue.  It's the brass again!  Out of everything played in that trailer, I can say that the fake saxophone which starts playing a little over a minute in represents all my complaints about it.  The music was, in fact, "uplifting" before we got to that point.  Then it was horrible and, well, nasal somehow.  Like playing music through a stuffy nose, while tossing silly notes around as if we were watching a children's TV show.

Am I saying "chiptunes" are the answer?  No, no I'm not going to say "older is better, you may not innovate."  I liked most of the rest of the musical pieces in that "Here be the musics" thread.  I really, really hope that you get away from things that are trying to be cutesy (the music across most of the trailer) or trying to be classic-pompous-adventure-music-or-something-like-that (the title music), and just make music.

--Delmion
4  Games / Spelunky / Re: [NEWS] More Screenshots! on: October 09, 2010, 07:11:43 PM
I've been really enjoying the art you let us sample.  If I had any concerns, they would be of this sort:

Webgun: Is that a... LASER CANNON!?

Translation: occasional places where things would look weird to an audience.  Sure, it's not a big deal at all, but the webcannon really does look like a death ray.

The other example I have is the image for a lantern in the background.  It is the same as the lantern in the shop here, just unlit, right?  If so, then game guides for Spelunky will forever have the following lines: "SECRET: If you knock lanterns off the wall, you can pick them up and use them like rocks!  It only works for lit ones, though.  The unlit ones are just background.  Here are screenshots to help you tell the difference . . . "

Again, not a big deal at all, but something I thought I'd mention.

--Delmion
5  Games / Spelunky / Re: [NEWS] Here be the musics! on: May 15, 2010, 10:56:24 AM
Hmm . . .

No offense, but I'm going to miss the old music...
Though I like the sounds of the new ones (which will definately go with the new graphics), so will I.
Isn't this another one of those places where the player will have the option to switch between them?  Or am I misremembering that as a feature?

Anyway, on the music itself: this definitely has its good points, and I hope it continues to evolve.  My problem is that, when listening to it, I presumed it was a chronological sampling of music, and so the very first piece we heard must be for the title screen.  I hope it is not.  Think about how much of the title music the average player hears--namely, about five seconds while deciding whether to start over after the most recent death or do something else.  This means that, after a hundred deaths, the player will hear the thudding-and-fake-brass sounds of the start of that piece a hundred times, and grow to hate it.

If the instrument were a real one and therefore a little gentler on the ears, or if the start had more motion to it, it would probably be fine.  As soon as the segment actually gets going in this sample, I have no problem with it.

--Delmion
6  Games / Bugs/Suggestions / Re: I'm pretty sure the stats are wrong about my stolen items. on: January 12, 2010, 11:44:40 PM
Back on the Damsel-running-around subject:

I ticked off the shopkeeper by hitting the damsel with an arrow, got killed (wasn't trying very hard, really), and observed my "items stolen" stat had gone up.  From what I've read in this thread, I would guess that hitting her was enough to trigger the stat increase (because of the shopkeeper's state change), before she started running around.

Not a big surprise, given the underlying issue.  I'm just mentioning it to keep all the possibilities for the trigger in mind.

--Delmion
7  Games / Spelunky Classic / Re: Having trouble importing custom levels on: December 01, 2009, 09:52:53 PM
I'm adding the .lvl extension to the name, saving it as "all files", using notepad, putting it in the levels file, and still can't get it on my game.

Hang on, I think I got it.  You are saving in Notepad, which is the first step, but you might not be able to stop there: find the file on your computer, after saving, and change the extension.  Just rename the file like you would any other (e.g., right-click and select "Rename").

If you're doing it correctly, your operating system will tell you that you might make the file "unusable" this way.  Then you tell it to shut up and sit in the corner.

--Delmion
8  Games / Spelunky Classic / Re: In which weapons are discussed on: November 20, 2009, 09:04:38 PM
Telefragging is an option, right?  So should the teleporter be added to the poll?

--Delmion
9  Games / Spelunky Classic / Re: Achievement unlocked on: November 20, 2009, 12:25:56 AM
I think that would definitely qualify for this particular achievement, Arucard.  That would be even more frustrating a way to die than losing right before the boss goes into the lava.

Or were you referring to something else?

--Delmion
10  Games / Spelunky Classic / Re: Dear Spelunker on: November 02, 2009, 09:29:56 PM
no reason to sign every one of your posts, we all know its you
Mwa ha ha!  You shall never escape my hand-forged signature line!

--D
--e
--l
--m
--i
--o
--n
--!
11  Games / Spelunky Classic / Re: Random Spelunky pics on: November 02, 2009, 09:27:38 PM
Makes you wonder how that even works.
Which "that"?  The code that determines the door placement?  Or the "Rushing Water" code?

--Delmion
12  Games / Spelunky Classic / Re: Dear Spelunker on: November 01, 2009, 08:19:38 PM
Oh, there are some places where such silliness will be tolerated!  I like those places.

And yes, that means I like this place.

AWWWWWW GROUP HUG.

--Delmion
13  Games / Spelunky Classic / Re: Console Poll on: November 01, 2009, 08:18:04 PM
Quote from: The poll
Macnotosh
Nobody calls it a Macantosh
I will sometimes call it a Macintosh, though.

--Delmion
14  Games / Bugs/Suggestions / Re: Make the ball & chain a gameplay choice on: November 01, 2009, 08:15:53 PM
Ah, cool.

--Delmion
15  Games / Bugs/Suggestions / Re: Mini-boss Mayhem? on: November 01, 2009, 08:15:12 PM
Why is there a off-topic discussion about modding the game to include multiplayer in Spelunky?
Because of the flow of conversation that led to it being mentioned.  And then dropped since "This isn't really the thread for it."

Although I do wonder what sort of "mechanic" this would be inspiring in such a mod, myself.

And I also like beating up bosses.

--Delmion
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