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Author Topic: Special Halloween Level  (Read 992 times)
ManaUser
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« on: October 31, 2010, 12:08:32 AM »

What makes it special? Well it uses (and requires) an experimental Spelunky build I'm working on, called "magic signs". I will of course, do a proper post on that with a full explanation a bit later, but for now, please enjoy this ghoulish level.

Graveyard (level)
Magic Signs (required spelunky mod)

(Fixed URL, sorry.)
« Last Edit: November 08, 2010, 06:27:13 PM by ManaUser » Logged

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Cyclone
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« Reply #1 on: October 31, 2010, 06:47:11 AM »

It would help if you posted a link to the mod.
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halibabica
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« Reply #2 on: October 31, 2010, 06:51:50 AM »

Yeah, both those links go to the same thing. Cry
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ManTrap mod - Tastes Like Spelunky
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ManaUser
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« Reply #3 on: October 31, 2010, 08:40:59 AM »

Oh shoot. I'm sorry. FIXED.
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« Reply #4 on: October 31, 2010, 09:00:44 AM »

Thanks. I will download now.

EDIT: ...interesting. I like the general randomness of it, but you might want to put the scepter in a fixed location. (to prevent it from spawning next to the exit.) Otherwise, nice work!
« Last Edit: October 31, 2010, 03:27:16 PM by Olmec 74 » Logged

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« Reply #5 on: October 31, 2010, 07:18:40 PM »

Thanks. I will download now.

EDIT: ...interesting. I like the general randomness of it, but you might want to put the scepter in a fixed location. (to prevent it from spawning next to the exit.) Otherwise, nice work!
I see your point, but I wanted it to be replayable without knowing where the scepter is so... that doesn't work. I could possibly do something more complicated though... Hmm...
« Last Edit: October 31, 2010, 07:24:05 PM by ManaUser » Logged

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halibabica
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« Reply #6 on: October 31, 2010, 08:19:30 PM »

Tricky tricky!  The smash trap grave is sneaky!

Looking at the file itself, you did some pretty crazy stuff to make this work!
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ManTrap mod - Tastes Like Spelunky
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« Reply #7 on: October 31, 2010, 08:48:30 PM »

Looking at the file itself, you did some pretty crazy stuff to make this work!
Yeah I did. Cheesy Basically Magic Signs started as a quick workaround for the tile symbol shortage... (which it still is) but I got a little carried away and made something frighteningly close to a scripting language (with an equally frightening syntax).
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