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Author Topic: Yet Another Spelunky Mod (YASM) 1.8.1  (Read 110362 times)
Moloch
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« Reply #120 on: October 04, 2013, 10:26:18 PM »

No problem, I need to add a tutorial or help screen for the extra inventory features.

I feel sort of dumb after posting two false error reports in a row, but this seems more likely to actually be a coding issue. Not sure why it only happens in those two particular spots.

Yup that's a real bug from me screwing around with variable names while adding Editor Plus stuff. Cheesy Thanks!
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ATP
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« Reply #121 on: October 04, 2013, 10:31:30 PM »

You're welcome. Here's another one. Grin

YASM hates Brimspark Remastered for some reason. When I load it I get a ball-and-chain condition that follows me into the main game and other custom levels. Brimspark was balanced for Editor Plus, so it doesn't fall apart without the inventory system, but I still thought you should know.

EDIT: And trees sometimes get their appearance messed up when a custom level is loaded, mixing dead tiles with living ones. This does not affect anything other than graphics.
« Last Edit: October 05, 2013, 06:25:26 PM by Cyclone » Logged

ATP
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« Reply #122 on: November 16, 2013, 07:42:56 PM »

Can I have a list of the new enemy names so I can put them in with Magic Signs?
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Moloch
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« Reply #123 on: November 16, 2013, 10:10:37 PM »

Can I have a list of the new enemy names so I can put them in with Magic Signs?

oBlob
oCobra
oGreenSpider
oGreenSpiderHang
oGreenFrog
oFrogSpit - set xVel/yVel on creation (sprite will auto face left/right based on xVel)

oMan - default variables:
hat = sLinkHat // hat sprites available: sLinkHat, sSantaHat, sCrownHat, sWizardHat, sHelmet, sGhostMask, sSpelunkerMask, sTunnelMask, sDamselMask, sShopkeeperMask, sBlobMask
drop = oGoldNugget // object to drop on death
dropNum = 1 // number of 'drop' objects to drop on death
friendly = false // is friendly to player until he takes damage
canThrow = true // can pick up and throw rocks
armed = false // is holding rock
armedBomb = false // is holding bomb
showHat = true // if hat is visible
bombs = 0; // bomb inventory count
mage = false; // has magic abilities
willJump = false; // if will try to hop up next time he comes to a wall

These child objects set the hat/abilities/drops of certain types of oMan:
oManLink, oManCrown, oManWizard, oManHelmet, oManBomber, oManBlob, oManSanta

oMiniOlmec

oFloater (based on scarabs, but unfriendly)
Defaults:
iVel = 2 // initial velocity (when starts moving)
slow = 0.03 // slowdown per step
waitMin = 0.5 // after stopping, min/max seconds to wait until start moving again
waitMax = 3
explosive = false // if explodes on death or contact with player
range = 128 // will try to move toward player if he is in this range

oFireball - much the same as oMagma but does not spawn a magma man after hitting the ground (default xVel/yVel launches in random upward direction on creation)

oHurt - a generic damage on touch object, set whatever sprite you like...these are either stationary or orbiting, can't be used as projectiles (no xVel/yVel). Has these default variables:
damage = 1
invincible = true (if false, oHurt is destroyed on first contact with player)
enemy = false (if true, it will also cause damage to other enemies and Damsel)
knockback = 6 (player knockback amount caused)
orbit = false // orbiting movement
radius = 48 // distance of orbit from target
spd = 2 // speed of orbit
originX = x+8 // coords to orbit around
originY = y+8
reverse = false // orbit direction

edit: try oHurt with 0 damage and lots of knockback for cool 'push' effects



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« Reply #124 on: November 16, 2013, 10:34:24 PM »

Thanks!
« Last Edit: November 16, 2013, 10:46:36 PM by Cyclone » Logged

ATP
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« Reply #125 on: December 27, 2013, 03:03:54 PM »

Is there any way to make the Floaters do more damage?
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Moloch
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« Reply #126 on: December 27, 2013, 04:47:04 PM »

Is there any way to make the Floaters do more damage?
There's no variable to easily do it. Like other enemies they do 1 damage on touch. You would need to do some Magic Signs trickery i'm afraid.
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« Reply #127 on: December 27, 2013, 05:41:52 PM »

Is there any way to make the Floaters do more damage?
There's no variable to easily do it. Like other enemies they do 1 damage on touch. You would need to do some Magic Signs trickery i'm afraid.
It might be possible to make some invisible oHurt objects follow them around. I'll try that.

EDIT: I hate to ask this, but do you think you could add a variable to do that?disregard that.
« Last Edit: December 27, 2013, 10:28:42 PM by Cyclone » Logged

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« Reply #128 on: December 27, 2013, 09:33:10 PM »

Whenever I get thrown by an enemy while I'm holding a machete it turns invisible until I find it and swing it again.
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Moloch
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« Reply #129 on: December 28, 2013, 07:20:24 AM »

Whenever I get thrown by an enemy while I'm holding a machete it turns invisible until I find it and swing it again.
Thanks, i'll check it out.
There is something in Magic Signs that will allow an object to attach/follow another for sure, but I can't give an example because i'm rusty and would have to relearn MS.
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Moloch
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« Reply #130 on: May 17, 2014, 08:48:51 PM »

Updated to 1.8.
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halibabica
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« Reply #131 on: May 18, 2014, 07:43:24 AM »

Sprite mods?  That's pretty nuts!  I'm sure it's still a lot of sprites to replace the player completely, though...
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Sometimes I wonder if I like Spelunky too much.
ManTrap mod - Tastes Like Spelunky
Hand-drawn comic - Spelunkying
Moloch
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« Reply #132 on: May 18, 2014, 07:51:58 AM »

Sprite mods?  That's pretty nuts!  I'm sure it's still a lot of sprites to replace the player completely, though...

Yeah. The shopkeeper pack is 30 sprites (most of them multi-frame strips), so that's a pain if starting from scratch but thankfully Arucard previously did all the work for the shopkeeper player sprite. Maybe another time I'd like to try the method Urza mentioned where I could swap character included character sprites in-game, then extra characters could be more easily added (Shopkeeper, ManTraps..?). Making sprite mods for items and blocks is much easier.
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